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Realistic tree heights.

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37 minutes ago, Rocky_53 said:

REX Accuseason has an option for different tree heights. I'm guessing this works in the same way?

To my knowledge it does, I can choose three different sizes.


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Objects of a certain height remain in view in the distance, shorter ones in that distance are removed. So shorter trees mean they disappear from view at closer distances. So shorter trees mean city parks and rural forests popping in and out of view at closer ranges as you fly towards them. So there is that tradeoff.

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1 hour ago, Rocky_53 said:

REX Accuseason has an option for different tree heights. I'm guessing this works in the same way?

Any one know if it even works with REX Accuseason?

 

 


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15 minutes ago, Noell said:

Any one know if it even works with REX Accuseason?

If you get is so that it loads after REX, it will simply force it's own values over the top without any software clash, but I really can't see the point of doing that when REX already can reduce by 33% if I recall correctly. Although I admit they could do with going a bit smaller than that. 

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8 hours ago, F737MAX said:

I think it's more a hangover from the FSX code base. The rationale remains the same, oversized objects make an area look more dense for fewer objects.

However, as I mentioned in a P3D thread a few years ago, all buildings and trees are approximately 33% ‐ 45% bigger than they should be, which gives a false sense of altitude and speed.

This is one of the immersion killers in fs since back then. I'm surprised it hasnt been brought up more often. And as mentioned the same with clouds. 

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1 hour ago, rick celik said:

I'm surprised it hasn't been brought up more often

There was a while, shortly after release of MSFS, when that was all some people (Well, one in particular) could bring up!🙄😊


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While we're on the subject what's the best way to do the following :

Remove ALL 100ft trees that reside at the exact spot where (or within 20 yards of) the runway starts /ends on almost every single small airport located in a forest/woodland area WITHOUT turning down tree detail globally? 

It's getting tiresome needing to ditch the plane and parachute in to land safely every time or using 45 degree descent angles with roller coaster flares scaring the WNH out of passengers. 

Also no ILS glideslope should EVER take you through dense timber. 

I'm happy editing a cfg or xml file if that's the solution. 

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On 5/9/2024 at 4:01 PM, F737MAX said:

However, as I mentioned in a P3D thread a few years ago, all buildings and trees are approximately 33% ‐ 45% bigger than they should be, which gives a false sense of altitude and speed.

This would surely not still apply to MSFS though, at least if PG is turned on. If buildings were 45% bigger, means the city like NY would also be 45% bigger and would not fit into the same geography.


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Posted (edited)
6 hours ago, RaptyrOne said:

This would surely not still apply to MSFS though, at least if PG is turned on. If buildings were 45% bigger, means the city like NY would also be 45% bigger and would not fit into the same geography.

They're referring to autogen, not PG.

Edited by Tuskin38
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On 5/9/2024 at 9:40 AM, Tuskin38 said:

Why would I pay for an addon that just changes some number values?

Technically that is a big part of payware aircraft.

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Posted (edited)
On 5/9/2024 at 10:01 AM, F737MAX said:

I think it's more a hangover from the FSX code base. The rationale remains the same, oversized objects make an area look more dense for fewer objects.

However, as I mentioned in a P3D thread a few years ago, all buildings and trees are approximately 33% ‐ 45% bigger than they should be, which gives a false sense of altitude and speed.

Buildings in MSFS are sized to fit the footprints obtained from satellite data, which are of course real-world. Therefore what was true in P3D does not apply to MSFS2020, where some trees may be oversized but buildings are not.  

Edited by cobalt

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Posted (edited)
On 5/9/2024 at 7:16 PM, Rocky_53 said:

REX Accuseason has an option for different tree heights. I'm guessing this works in the same way?

I was going to mention this. Btw, does TOOD affect tree draw distance? I get a fair bit of trees popping in on final approach. When TLOD is low (since I’m using AutoFPS.

Sorry if it has already been answered in this thread.

On 5/10/2024 at 12:23 PM, sloppysmusic said:

Remove ALL 100ft trees that reside at the exact spot where (or within 20 yards of) the runway starts /ends on almost every single small airport located in a forest/woodland area WITHOUT turning down tree detail globally? 

It’s a menace. I really hope it will be better in ‘24. At the moment it’s either crash damage off… or going missed…

Edited by Cpt_Piett
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1 minute ago, Cpt_Piett said:

does TOOD affect tree draw distance?

Yes, TLOD controls far too many different elements in MSFS, including tree draw distance, on one slider.

There is a chart that demonstrates the effect of different TLOD values on trees and a tweak to get tress to display further in the distance. I'll share those tomorrow evening once I'm back at my desktop PC.

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1 hour ago, Cpt_Piett said:

At the moment it’s either crash damage off… or going missed…

It's so ubiquitous now I see the airport states 3000ft runway and make a mental note it's actually 2000ft usable. Scared some 🐦🐦🐦🐦in their nests tonight in the B60. Talking of Dukes... I notice that 'coming soon' has arrived twice Capt? 👍 I know what I'm watching with breakfast tomorrow! 

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Russell Gough

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8 hours ago, sloppysmusic said:

It's so ubiquitous now I see the airport states 3000ft runway and make a mental note it's actually 2000ft usable. Scared some 🐦🐦🐦🐦in their nests tonight in the B60.

lol 😆 I did a trip around Northern Norway a little while ago in the 146. Tried to squeeze it into runways that no 146 should attempt to land on. The final approach path of almost every single (default) airport: trees, trees… And then some more trees 🌲🌲🌲🌲🌲🌲 

8 hours ago, sloppysmusic said:

Talking of Dukes... I notice that 'coming soon' has arrived twice Capt? 👍 I know what I'm watching with breakfast tomorrow! 

It’s out! 🥳 Going to start editing episode 2 now 😊

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