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Ever hear of Orthographic
I Agree TE in XP12 for the UK is excellent - and that re-enforces my personal view the scenery in XP12 looks more real. A combination of the lighting, weather and SimHeaven/TE/XPME makes a more believable world. The senses get used to where you spend the most time, so MSFS looks a little 'cartoony' to me. No doubt it works the other way too.
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Ever hear of Orthographic
I have downloaded the demo tile but it does not appear to be corrected satellite imagery, rather procedurally generated ground polygons based on Open Street Map data (similar to the ground polygons in X-World Pro). Ground tiles are in the correct place, but the colours are faded and low resolution - I do not like the effect. Joining the Patreon appears to allow higher resolution ground tiles. Congrats to the author for his efforts, but for me satellite imagery is a must. I regularly try out MSFS2024, but to me the graphics look a little 'cartoony' to me after XP12 with added satellite imagery and the excellent lighting engine. If MSFS2024 modernised its lighting engine it would be a no brainer for me to switch to it, but XP12 is better looking to my eyes WITH satellite imagery.
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My new Turbulence addon
Windshear, severe enough to require a go-around, is something I have spent quite a while investigating.
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My new Turbulence addon
For the past couple of months I have been developing a turbulence addon for XP12. There are several available, notably X-ProTurb, which was released as I was developing my own turbulence addon. My addon includes a feature I hope you will appreciate for realism in XP12. On airfield plates you will often see references to ground features creating turbulence - buildings, hangers, woods, hedgerows etc. My local airfield has a row of hangars south of the east/west runway, with a large wood to the south of that. With a southerly wind those ground features create turbulence on final approach and take off. In a northerly wind there will be no turbulence from those features. I scan a 12Km square around the aircraft (updated as you fly) and download data from OpenStreetMap. For every ground feature I measure the size, shape and height and use that data to calculate the added turbulence an aircraft will experience on the downwind side. Left and right wings will experience differing impact from the turbulence depending on your distance, height and track offset from the feature - the turbulence will feel different central to the feature as opposed to the edges. If there are several features then the turbulence is adjusted to allow for all of them. If, like me, you will be downloading SimHeaven Pro when released, every ground feature you see in the sim will create its own turbulence. If you are flying at an offset angle to the ground feature, your left or right wing will get affected at different times. Slopes are calculated upwind and downwind of the aircraft to get accurate wind flow across slopes. Lift and descent will be created by these slopes. If your approach is on the downwind side of ground features, and the wind is rising or descending due to a slope, then you will feel all of the effects. Release is fairly close - if you have a suggestion you would like to see in my addon please let me know and I'll investigate. It will be called ProAtmoshereXP because future development will include a realistic atmosphere for glider pilots. Mountain waves, rotors, thermals and clear air turbulence will be developed after the initial release.
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X-World Pro - Q&A with the author...
I have just seen a post about this - the new Pro version will be at the Org Store. The older versions will be on the SimHeaven site. I find it hard to believe you will not buy this massively updated version out of principle.
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Sales sales sales@ XPlane.org
Same here, never had a problem.
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Weather
Did you try with a Real traffic subscription?
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My AutoHaze plugin now available for Mac and Linux
Download here - AutoHaze Lua Script I would really appreciate feedback from Mac or Linux users as I do not use those OS's.
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X-World Pro - Q&A with the author...
The quality of the ortho may have been set low on purpose to focus on the autogen.
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Question for you real pilots
Left home at 5am and got home at 8pm - not that worrying😁 To be more accurate as far as Dryden is concerned - Dryden shaped gust core with XP12 specific response shaping. Currently the gust channel sigma is accurate between 0.9 to 8.3%. Testing continues. Maybe this isn't currently close enough in your book, but I have been very aware of working the script to the numbers, rather than it feels right (even though it is feeling great). I'll get it as close as possible, but I would imaging Laminar would need to put this in the base sim to be 100% accurate to Dryden.
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Question for you real pilots
Yes, single at the moment for development to a stable state - which I'm at now. Currently L, sigma but going to Lu, Lv, Lw sigma_u, sigma_v, sigma_w
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Question for you real pilots
That is why I realised the way to go is add/remove effects to XP12's own turbulence. Normal force, Roll/pitch/yaw. wind speed and direction, live/cockpit wind behaviour, used as a gust proxy, XP12 turbulence value where available, airspeed, altitude / AGL, aircraft mass and inertia, roll, pitch and yaw rates, bank/pitch/heading-type state, whether the aircraft is on the ground.
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Question for you real pilots
The script is not checking aircraft height, verticle speed and trying to force those to match Dryden - this is what I tried to do in my first attempt and realised this wouldn't work. The script is generating its own Dryden based gust values internally which are logged in a CSV. The gust values go plus and negative, so the script is measuring the size of the movement (gust). A force/moment is added to XP12 effects to improve how that turbulence feels. An 'observer' constantly evaluates how the aircraft responds so it can increase or decrease its added turbulence effect to what XP12 is producing itself. By specification I mean expected behaviour of the generated gust signals. I am mainly checking Dryden based gust signals but also using MIL-F-8785 gust gradients as a small additional rotational cue for roll/pitch/yaw disturbance. It is blended into XP12, rather than replacing XP12's own turbulence model.
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Question for you real pilots
Development is going well. I have now included MIL-F-8785 gust gradients. into the calculations. Essentially this is what the script does. Analyze the turbulence XP12 is injecting into the sim. Analyze the turbulence with The Dryden model and MIL-F-8785 gust gradients. Inject the forces required to shape the turbulence to match the model specifications. Feeling very good - the turbulence is +-5% to the model specifications.. I am nearing an initial release as a LUA script only.
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Question for you real pilots
Well, this is a very interesting project. All my testing so far has been reading datarefs, including the aircrafts mass, wing dimension, flap settings etc, and injecting the data into the Dryden filters then changing the forces on the aircraft. I am now entering a second round of testing. XP12 obviously knows the aircraft data and is injecting the turbulence. This time I am analysing what turbulence XP12 is injecting into the sim, putting that data through the Dryden filters and then adding/or removing control forces as required to better fit a Dryden response. The script is learning each aircraft and noting what additional/less effects are required to fit the Dryden filters. This may be a better way to go.
MrBitstFlyer
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