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The (huggly) Fog....

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One things MSFS does much better than X-Plane 12 when used with either default or ASXP12 weather, is fog and how it is visible from above, as you fly away from the area...

This morning LPPT was involved by dense fog, so I started a flight from there in the Toliss, and it surely was tricky to even taxi to the rw.

Took off, started to climb through the SID and then, all of a sudden, the dense cloud cover disappeared and there were blue skies with just a few patches of clouds bellow where the dense fog was supposed to lay...

I disconnected the AP, manually flew back for a few miles and again, all of a sudden, there was the dense fog again and me inside of it 😕

Tried with both modes of ASXP12 as well as with default XP12 weather.

This is ... not good 😕

Add to it the fact that at night, unless there's Moonlight, clouds are not visible, and these are probably the only two big immersion killers in X-Plane 12 right nor for me... plus that irritating (as much as me mentioning it...) twin props bug ...

Edited by jcomm

Flying gliders since 1980

Flightsimming since 1992

AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)

Even doing manual XP weather is not really reliable for that low fog/cloud layer case.

If you reduce visibility without any cloud layers, it seems to use that visibility from GND-UNL (ok). When you add a low cloud layer, it works nicely, applying the visibility from GND to the lowest cloud layer (ok) – that looks good by the way. When you remove that cloud layer again, it might now work nicely as well, keeping low clouds visible (?!)

So it is not just live/automatic weather still having problems translating well to X-Plane weather values, sometimes it is also the engine being plain buggy and somehow having a bad initial state or hidden state variables.

But I mostly get lucky with live weather these days.

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