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Slai

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  1. My understanding is that Xplane 0.45 uses the "uncorrected" default flight dynamics for any .acf earlier than Planemaker 0.45. That would be the case for all aircraft (those with and without plugin tweaking is irrelevant) and makes sense to be fully backwards compatible with all aircraft. Xplane 0.45 will use the "corrected" default flight dynamics only for those .acf saved with Planemaker 0.45 or greater. Thus, I would think the dc-3 needs to be saved with Planemaker 0.45 to instruct Xplane 0.45 to use the "corrected" default flight dynamics. Otherwise Xplane 0.45 is designed to use the "uncorrected" default flight dynamics for the dc-3 .acf
  2. For sure keep the white_clouds.lau file. It is one of the best features and is compatible with RTH if you make the above changes. It makes the clouds a bit brighter and whiter in the day and makes sure the clouds are dark before sunrise and after sunset.
  3. Compatibility with Real Terra Haze 3.0 Instructions: 1) Remove art_controls.lua Extensive controls found in Real Terra Haze 2) Remove light_tweak.lua Extensive controls found in Real Terra Haze 3) Edit night_light_transition.lua Find: MaxScaleFar = 0.80 Repl: -- MaxScaleFar = 0.80 Find: MaxScaleNear = 0.50 Repl: -- MaxScaleNear = 0.50 4) Edit RTH_3.0.lua (currently b2, should not change with final release) Find: set( "sim/private/controls/clouds/ambient_gain", 1.0 ) Repl: -- set( "sim/private/controls/clouds/ambient_gain", 1.0 ) Find: function st_def_lights() Add below: MaxScaleFar = lites_vars[lt_set][5]*lmult Add below: MaxScaleNear = lites_vars[lt_set][6]*lmult
  4. Correct. To be exact, the plane (not you in an external view) has to be 1500 feet (coded as 700 meters in the script) above the runway or terrain.
  5. The Papi lights are affected by the light transition controls so in order not to affect landings the plane must be 1500 feet above ground level in order for the lighting effects to kick in.
  6. I for one am most excited to hear hints about all the changes "under the hood"- Ben's graphics changes to core engine and fog effects, Austin's 100+ code commits to the flight model, hints of extensive 3rd party API hooks. This is what will make the magic of immersive flight happen. Maxx, Alpilotx, Simheaven, World2XPlane and others are doing amazing work LR could never have the resources to do in house. Most is available today and once you fly ZL 17+ photosceneries, it is hard to go back to autogen.
  7. There are some nicely textured NYC buildings actively being developed and posted to the org. The Aerosoft package converts well so its hard to imagine why they don't release this for Xplane. Drzewieckis has great coverage of all the boroughs but the textures are not so great. Following is a mashup of all the above:
  8. Grand Tetons- New textures are great. Orthophotos draped over the new mesh are quite stunning as well.
  9. Sorry, it is a custom mashup of payware along with conversions to XP10 lighting objects. I did this while experimenting with WED editor and HDR lighting.
  10. I noticed what looks to be a beautiful rendition of the Marjorie Glacier. Could the same technique be applied to Niagara Falls? :blush:
  11. Yes using Sabach HDR environment X 1.2. Have Cloud detail=35%. What is your textures setting? You running with HDR? Maybe #8 in the package will help you out. 1- New 3D clouds 2 - New Sky 3 - New 3D smoke 4 - Some shader architecture 5 - New Moon HD 6 - New skids (runway touch marks) 7 - New lights 8 - More sun (clear weather only) 9 - Improvements menu (bonus)
  12. The real weather generation keeps things real and varied. Yesterday I caught this view of Silicon Valley. Clear day and most impressive is the atmospheric hazing 50 mi out. Lower gamma definitely helps and with 64-bit of Xplane I am able to run textures="Very High" with SimHaven OSM + photoscenery and freeware highrez clouds+sky textures. The future looks bright!
  13. Images added to a gallery album owned by Slai in Community Member's Albums

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