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AutoTrees addon
XP12 is an incredible simulator, and I am always surprised when it is described as not as good as another sim. This is why I have been creating addons for it. Take a look at these two screenshots. First one is a real world view from A Spitfire. https://i.ibb.co/zV6qbVQD/Real-Spit.png Second screenshot is XP12 with my AutoHaze and AutoTrees. I am very pleased how AutoTrees is coming along, but boy, how good is XP12? 😮
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AutoTrees addon
15 Minute flight from Popham airfield demonstrating AutoTrees - still in active development. I'm happy to get useful comments and suggestions.
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AutoTrees addon
Napier/Hawke’s Bay should make an excellent first New Zealand test because it contains plantation forest, native vegetation, orchards, vineyards, shelterbelts, urban vegetation and very recent high-resolution aerial imagery. Christchurch would then provide a useful contrasting test of Canterbury farmland, shelterbelts, urban trees and the Port Hills. I’m currently investigating the official New Zealand vegetation datasets and will initially target selected areas around NZNR and NZCH
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AutoTrees addon
An update on AutoTrees progress. My aim with AutoTrees is for SimHeaven or Global trees to be used for base worldwide tree coverage, with AutoTrees enabling you to process vegetation from ortho tiles. Either full tiles or selectable areas in a tile can be processed, increasing realism where it matters to you. The AutoTrees app is coming along nicely. Vegetation can now be generated for complete ortho tiles, circles of a specified diameter, or rectangular areas. Generation is cumulative. If you generate another overlapping area, or later generate the complete tile, only previously unprocessed cells are added to the DSF file. Existing cells can also be deliberately selected and regenerated without rebuilding the entire tile. For locations where you want greater accuracy, vegetation can now be edited manually. Individual trees, tree rows, woodland areas and hedgerows can be added or deleted. Only the affected cells are regenerated; all other processed cells are reused unchanged before the DSF file is recompiled. Here is the app showing the autogenerated vegetation (shaded areas) and manually inserted vegetation shown as lines or dots. Any manually added vegetation can be deleted at any time. The area shown in the app is Popham airfield in the UK The UI will be cleaned up for release as it contains info used by me in its development. When you have finished editing, the DSF file will be recompiled using just the areas you updated. The following screenshot shows solid green cells that were previously generated, with the clear cells that were edited and are about to be processed into the DSF file. Some screenshot comparisons from Popham. The first comparison is an overview of Popham airfield. SimHeaven does a good job, but AutoTrees adds denser woodland and missing hedgerows/woodland/individual trees. imgicoPophamPopham - Drag to compare two images. Made with imgico.com.The next comparison shows the denser and more extensive woodland and hedgerows. Note the dense woodland on the right plus missing trees/hedgerows right centre. https://imgico.com/c/eFSTppS Just to the north of Popham is this golf course, completely barren in SimHeaven but full of trees and hedgerows in AutoTrees. Note the road running left/right through the centre - tree lined all the way. In the distance past the road you will see denser woodland and missing hedgerows. imgicoPopham GolfPopham Golf - Drag to compare two images. Made with imgico.com.AutoTrees is still under active development, and aspects such as woodland variety and tree selection are continuing to be refined. The aim is to combine reliable source data, aerial imagery and X-Plane’s default 3D vegetation with straightforward manual editing where extra accuracy is wanted. Feedback and suggestions are very welcome.
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Low visibity problem / see through.
Download My AutoHaze addon to get almost zero visibility up to 100SM you mention. As a bonus my addon also sets visibility depending on the amount of rain hitting your aircraft. For example, on final to land if you enter a heavy shower the runway that was visible may very well disappear in the rain. AutoHaze replaces X-Plane's static default turbidity with values derived from real atmospheric data sources: CAMS (Copernicus Atmosphere Monitoring Service) — satellite-measured aerosol optical depth at your exact position, updated hourly. This captures genuine regional variation: California with AOD 0.05 looks very different from London with AOD 0.20, which looks very different from Patna with AOD 0.75. VisualCrossing and OpenWeatherMap — real surface visibility, humidity, temperature, dew point and wind at your position, used to fine-tune the turbidity and correct for near-surface conditions. Open-Meteo boundary layer height — the real atmospheric boundary layer height is used to scale turbidity with altitude, so haze reduces naturally as you climb out of the surface layer into clean air above.
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Is Autohaze redundant now?
This wasn't possible in the last version of XP12. As you climbed above the haze layer, it disappeared beneath you. All I could do was simulate the boundary layer height. If this has been fixed I look forward to investigating when I get home from holiday. AutoHaze does increase/decrease visibility as rain hits the airframe, so entirely possible for a visible runway to disappear as you get closer if the rain amount is high enough. I wish Laminar would create realistic rain shafts so this feature of AutoHaze would look even better.
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Is Autohaze redundant now?
So you can see the haze layer beneath you, rather than the whole depth of the atmosphere clearing as you climb above the haze? If this is the case that is great news!
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Is Autohaze redundant now?
Blast - my most hoped for feature was the haze layer visible beneath you when you climbed out the top of the haze.
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X-Plane haze: an interesting change
I can't se this until I return from holiday - please, please tell me you can see the haze layer beneath you once you climb into clearer air. Simulating climbing out of and descending into clear air is an improvement, it is really annoying when you look down and the haze has gone!
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Is Autohaze redundant now?
I can't take a look until I get home, but glad you are still getting use from AutoHaze. When I read the release notes my fingers were crossed you could see the haze beneath you once you were in clean air - Is this the case?
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Is Autohaze redundant now?
Autohaze has a mode that downloads aerosol data, but another mode that uses a range of atmospheric data if that is preferred.
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Is Autohaze redundant now?
I continue to find this anti AI assistance with creating an addon quite odd. If anybody was to ask AI to produce a haze addon for X-Plane 12, they will be bitterly disappointed. The creative process remains with the developer, with the AI writing the code to the wants and needs of the author. I spent a couple of months creating AutoHaze, with countless hours debugging, refining and testing, and with over 6,000 downloads it has been well received. The AI is a tool like any other, but it speeds up development, it doesn't create an addon like AutoHaze while you go to the beach.
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Is Autohaze redundant now?
I'm going on holiday today for a couple of weeks, so i can't look at this right now. When I released AutoHaze I remember reading Laminar weren't interested in it.
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12.4.4.b1 released
Interesting, exactly like my AutoHaze addon.
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AutoTrees addon
Any particular area in New Zealand - Tile or place? The App is under testing so I am testing various countries.
MrBitstFlyer
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