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tremor595

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Everything posted by tremor595

  1. As i stated before you easily can do side by side comparison for example with winmerge. The different lines get highlighted and you simply can copy from left to right and so on. I already tried myself as I saw no big changes in the gputerrain.fx - but the result was a black screen in sim. Other files have a lot more differences in V4 or new values and variables so I stopped my trial and error journey for now. One or the other already stated they successfully ported their complete PTA profile to V4 this way but I'm still waiting for some screens (to believe it)...
  2. I think I still prefer the standard trees for the moment as this choice simply fills the forest ground textures better. But I also like the addition of Speedtrees generally or in the long term. Always very important is the color, contrast, hue and so on tuning so that they really match with the surrounding. (just followed a similar discussion in a forum for a golf sim). Don't know, maybe for flightsimming very low poly Speedtrees might be a choice as well to be able to handle a bigger amount of them with FPS in view. But i'm no expert, probably LM already uses not the most detailed Speedtrees for performance reasons.
  3. The above sounds nearly too good to be true as people like KNOSSOS or pe11e already said it would take some time and work to port it to v4. Don't understand me wrong, it would be fantastic if you already managed to port a whole URP profile but then first maybe share some screens before asking for the code. Some comparison shots P3DV4 default vs your edits are highly appreciated. Can't wait.
  4. http://fsx3d.com/OSFSX3D.html For 50€ you get Calvi, Castellet and Barcelonnette alltogether.
  5. Yeah KNOSSOS, come on! Calculate four weeks of hard work = 20$ x 1000 addicts willing to pay instantly... That's 20000$ in just one month!!!
  6. All the best for KNOSSOS and pe11e for sure! Being a father of young child too i understand their decisions. Time is a big factor nowadays. Myself i can only flightsim at night for example. If i would do this in daytime my wife would take a knife and cut at least my PC cables... On the other side i also think we are not completely lost. We can compare the original V3 shader files with the PTA edited ones and also with the original V4 ones for example. A tool like "winmerge" does this job very good. So we already may find some values to change manually and get some nice results. For a start... And never forget to backup your files!
  7. Anybody else missing the "show favorites only" option in the vehicle selection screen??
  8. Does anybody know if we will be able to transfer our settings, profiles etc from FSUIPCv4 to v5?
  9. I just saw Rob A's quick look video on youtube and it seems like the triton ocean looks improved too. Maybe a side effect of the new lighting system? I was definitely hoping for a better ocean look.
  10. Every evening i pray Pete Dowson may reach the age of 140 and never retires...
  11. ...did just fall in love with Little Navmap a week ago. Great to see it will work with V4 too! And yes, these guides from Elaine are the keys to so many locked doors. We definitely will need them in the next weeks... Thanks!
  12. But that's how it looks in reality at the moment, for example in Germany. These are Rape/Canola fields. So if you want it real - keep them (yellow). :-)
  13. ...and of course after tweaking try different water detail settings in P3D in game options. I prefer low, middle, and high. Ultra never gave me satisfying results so far.
  14. Maybe try lower saturation settings in PTAs water option. Also a lower water limpidity may help. I actually don't really now what my installed water texture set is. I think a dark RexTD set too. At the moment i'm also trying new water and foam textures which i made from images spread over the www. A lot of work since there are so many ocean texture files to be replaced. But early results are looking promising. I'm still heavily into tweaking and trying different textures and maps now. These always need different setting to suit best depending on resolution, highmap and whatever. To get similar results as seen on the screens above you can try a very low granularity (0.15 or so) setting in PTAs water options together with a very low specular power (17.5) setting in the waterconstantsv3.xml file. You then maybe also have to adjust the blend, boost and whitecap settings there. But as always, depending on your other settings results may differ completely. I personally have the feeling that in the shader files and triton files there is still some potential to get much better looking water and waves. As i'm no coder I also did a lot of trial and error stuff with sometimes surprising results. But it really gets an endless story and it's difficult to get all pieces play perfectly together.
  15. So far i got the best results with most details on low, or maybe medium or high. As paradox as it sounds, but not on ultra.
  16. Just to add, a video would be the much better choice here. A screenshot doesn't produce the millions of glimmering white caps which look so nice in sim for example.
  17. Some newer screens. Still to be improved, when time allows it... Things i still want to optimize are changing the five different ocean layers to get more variation. Already tried it with different results. Took layers from different wave sets from REX TD so far and mixed them. Maybe will have to create some myself. Also changing the scalar and wave speed settings drastically in the waterconstantsv3.xml give some surprising results. Definitely saw braking waves like in the the video in #1 already. But it's not easy to get a setup perfect for every altitude or type of flying. (I copied the screens on a stick and now at my parents little laptop i edited them back a litlle, just because i heavily use NV gamma on my PC. I hope the screens are not too dark anymore and most viewers get similar results now. Please just focus on the water...)
  18. Sorry for the delay. Had another good tweaking night (really no chance to do this in the daytime because of wife and little son...) . The results are getting better and better. Found a workaround to get the reflective area on the water much bigger so it's not only happening under the aircraft or visible only in outside view. Now very nice views from inside the VC. The reflections are very fine adjustable through PTA + the waterconstantsv3.xml i can tell you. I wonder why nearly nobody showed comparable results so far to what i got. Everything on landside got tweaked untill death but on the water...?? Will show more screens later. On easter no tweaking because visiting the parents... Settings hopefully next week...
  19. Yes, you're right. Now on my tiny windowsphone i also see the screens much to dark... But i really can't live without my gamma slider. If someone knows how to achieve the same effect with the PTA build in gamma options i would be happy to know and go back to app controlled in NVCP. Yes, i will share all my settings. But i'm not on my PC atm. And the above screens are not all taken with the same settings as i'm still searching for the perfect setup (which i will never find for sure...) But i think i found a base setup which i like more than anything else what i saw before in P3D in terms of water. Personally, of course. But in some regions or under some viewing angles or different altitutes it works more, in some less. Most of the time LOW water looks much more detailed, but sometimes ULTRA looks great. My aim is to find a good GA flying water look.
  20. Do you mean the whole scene or just the water? I have to say i have my nvidia gamma at 1.40 to get a nice sense of light and adjusted my PTA accordingly. I was expecting different results on other people's machines, but maybe more in terms of " looks to bright...". But yes, I turned some settings heavily because the default scene is often here too dark, there too bright or completely oversaturated, or surfaces look like plastic or melted metal. But as always, a completely personal taste. So results will be different.
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