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sundog

Maxx-XP
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Everything posted by sundog

  1. The current version bases its automatic season selection on rules based on latitude, longitude, date, and temperature. Since altitude is highly variable within a scene, and we can only load one "season" at a time, we don't use it directly - but there should be some correlation between altitude and temperature. TerraMaxx works by replacing X-Plane's built-in land textures, so if X-Plane has classified a mountain peak as being in a permanent snowfield, that will still be honored. We work with X-Plane's terrain classification instead of replacing it. We wouldn't represent winter in the jungle the same way as winter in the Alps, because the jungle would be at too low a latitude and too high a temperature for our "deep winter" season. Of course, TerraMaxx allows you to manually force whatever season you want, and we won't stop you if you choose to do that.
  2. sundog

    some questions about SkyMaxx Pro

    He tweaked some of the cloud puff textures in SkyMaxx Pro 4.6. We made further improvements to them ourselves between then and the current version (4.8).
  3. sundog

    some questions about SkyMaxx Pro

    @xZone you might want to refer to the SkyMaxx Pro manual; it details a ton of things you can customize to get the look you want. I'm attaching it for your convenience. The "fast" option is under Plugins / SKyMaxx Pro / Select Cumulus Textures. SMP_Doc.pdf
  4. sundog

    some questions about SkyMaxx Pro

    Our clouds are 3D objects that you can fly around and through. I think you're probably referencing the "volumetric clouds" that one of our competitors talks about a lot. Our clouds are volumetric too, they just use a different, more efficient rendering technique that allows us to include more detail when you're close to the cloud. SkyMaxx Pro has actually has the same "volumetric" technique being used by our competitor (GPU ray-casting) under the hood, and it's been there since version 1. But we haven't exposed it to users because we aren't satisfied with its look or performance. It's our view that today's GPU's just aren't up to the task yet, but we'll enable them as soon as they are. If you just don't want the cumulus clouds to look like they are made of textures, try selecting the "fast" option for cumulus clouds in the SkyMaxx Pro UI. This results in a more "volumetric" look.
  5. sundog

    Bad Rain Rendering in SkyMaxx Pro

    I'm still pretty sure you're running out of rain particles. Our next release will fix that.
  6. sundog

    Bad Rain Rendering in SkyMaxx Pro

    Well, I suspect you hit some sort of edge case where FSGRW may have been sending in even heavier precipitation than X-Plane's "severe" setting. But I'm glad it's cleared up for you, whatever the cause. You do need RWC if you want to use SkyMaxx Pro with real-world weather with good results. FSGRW just changes the source of the weather data from X-Plane itself to FSGRW. RWC serves as the "glue" between real world weather - wherever it's coming from - and SkyMaxx Pro.
  7. sundog

    Bad Rain Rendering in SkyMaxx Pro

    OK, I think I see what might be happening. Basically we are running out of rain particles because you've set the precipitation intensity all the way up. Obviously that shouldn't happen; the reason is that we lowered the max number of rain particles for SMP in the name of performance, and this was an unintended side effect. We'll fix it for our next release, but for now set our precipitation mode to "default" if you'll be flying in extreme conditions like this. Thanks for reporting this.
  8. sundog

    Bad Rain Rendering in SkyMaxx Pro

    That's odd; it worked the last time I checked. I'll have to look into it. Meanwhile, set the rain setting to "default" and it should behave as you expect.
  9. sundog

    SkyMaxx Pro mousewheel problem

    Hm. I'm not the author of Gizmo and don't really have a way to debug this, so I'll have to tag @Cameron and @Ben Russell to take a look at this one. If you haven't already filed a support ticket with X-Aviation on this, please do so.
  10. Might want to post this on the developer's support forum: https://www.tapatalk.com/groups/fsgrw/index.php Offhand though, it looks like there is a space after "data" in the path it's displaying. That seems odd, and might explain why it can't find where your configuration file is. I don't remember if you need to enter the path to the X-Plane data directory as part of setting up FSGRW, but if so, I'd remove the extra space after that path.
  11. sundog

    Rain only visible on default setting

    I see you also changed the setting for "Sync precipitation with Real Weather Connector." This has the effect of only drawing rain when you are directly underneath an individual rain cloud. So, it may be that your plane is underneath a gap in the clouds, and that's the setting that actually affected things.
  12. sundog

    some questions about SkyMaxx Pro

    Feedback noted folks.
  13. sundog

    some questions about SkyMaxx Pro

    Real Weather Connector "connects" SkyMaxxPro to some source of localized METAR data, allowing it to represent localized weather, cloud fronts you can fly into and out of, etc. RWC can use X-Plane's built-in real world weather system for that purpose, and it will work fine. Or, you can use a third party weather system replacement, such as FSGRW or ASXP instead, and configure RWC to use it as its weather source. In short - for accurate real-world weather representation with localized effects, you need RWC with SMP. If you also want to replace X-Plane's built in weather system with ASXP, then RWC supports that as well. When setting weather conditions manually, you are affecting all of the weather everywhere at once. Which is why transitioning between different settings in manual mode looks weird - it has to change all of the clouds around you immediately (which doesn't happen in nature), not just new weather conditions that have arisen as you fly into them. Hope that makes sense.
  14. sundog

    some questions about SkyMaxx Pro

    To my knowledge older versions are not available. But generally speaking, we add features more so than removing them. It's probably possible to recreate whatever you saw with 4.5 by configuring 4.8. The differences you see probably have more to do with configuration settings than with the version. I'd recommend reading through the SMP manual if you haven't already, so you can get a sense of which config settings will produce the effects you want. Using the Real Weather Connector add-on also makes a big difference in how real-world weather is depicted with SMP. If the videos you saw were using RWC and you don't have that, it would also explain some differences.
  15. sundog

    Less cumulus than by default, it's possible?

    I cracked open the code just to check for myself what exactly is going on. If you're not using RWC, X-Plane sends in a coverage value for the cloud layer that ranges from 1-6. We convert that to a percentage and honor it as best we can. But sometimes, X-Plane doesn't send a coverage value, and in that case we default to 40% for "scattered" cloud layers, which I think is presented as "few" in the X-Plane UI. I don't know what drives that coverage value through the API in X-Plane, but the unknown details of that is probably what explains the difference in what you're both seeing. My guess is that FlyAgi's setup is sending in a specific coverage value for the layer to us for some reason, while Prosco's is not. So... I'm going to lower our internal fallback value of 40% to 30%, as I do think that's more appropriate for "few". I don't think this warrants a new release of SMP in itself, but it will go out with our next update.
  16. sundog

    White out conditions/cloud layer issue at night

    If it's happening with SMP disabled, then I don't think it's us. More likely it's an X-Plane issue, or something related to your other add-ons. I see in your log something about a "WhiteoutInClouds" script and a "FourSeasons" script, both of which might be trying to redraw the terrain and causing this somehow. It's possible the issue has to do with your custom scenery as well. Probably best to just disable everything as a test to see if that fixes it. If so, start enabling things until you identify the culprit.
  17. sundog

    Less cumulus than by default, it's possible?

    If people didn't turn up every slider they see and then complain about performance to everyone they can, I'd agree! A "cloud density" slider would affect performance a lot, which is why I'm hesitating to add one.
  18. sundog

    White out conditions/cloud layer issue at night

    Just tried a night scene here and I'm not seeing that. It sounds like an issue that we fixed in SMP 4.8; what version are you running? If you are on the latest, I'll need some more details. Anything you can remember about the cloud layers that were present (is there ground fog?) would be helpful, as would be knowing your settings for the overcast textures.
  19. sundog

    Less cumulus than by default, it's possible?

    I'm afraid that value is hard-coded and there's no way for a user to adjust it. It's certainly something we could consider tweaking for our next update, though. Does anyone else reading this thread agree? It's sort of an aesthetic choice, so I'd like to hear from more than one customer before we change it for everyone.
  20. sundog

    No rain in thunderstorms with Active sky XP

    If you start up AXSP after SMP has already started drawing the scene, it can take a few minutes before it will pick up the new weather conditions coming in from ASXP. To force it, try changing the cloud draw area setting in SMP and that should cause it to pick up the new conditions. Just tried this in Orlando (MCO) where there are thunderstorms right now and experienced the same thing; increasing the cloud draw area caused it to pick up the storms, but normally it would do it automatically after a couple of minutes or if you were to fly out of the area. One other thing to keep in mind is that by default, SMP will only draw rain if you're actually underneath an individual rain cloud. If your plane happens to be in between clouds, no rain will be represented.
  21. sundog

    SkyMaxx Pro v4.8.2 Update Released!

    I think @Cameron was talking about FSGRW there and not SMP/RWC. X-Aviation makes the installer for those. If you haven't already, please open up a support case at http://www.x-aviation.com/catalog/contact_us.php so they can help you out.
  22. sundog

    SM4 not working in xp11

    No, I only mentioned NOAA because that is the data source that X-Plane's default, built-in weather uses. You don't need the NOAA plugin to get weather data from NOAA (it is a bit confusing)
  23. sundog

    SM4 not working in xp11

    X-Plane itself believes there is no rain at this location, and we're just representing the conditions X-Plane is giving to us. SMP and RWC just represents the weather provided to it, either through X-Plane's built in real weather system or external products such as FSGRW. My guess would be that the weather data X-Plane is retrieving from NOAA is out of date; it can be delayed by up to an hour, and that's normal. It's also possible that there is some sort of problem preventing X-Plane from downloading data from NOAA. If the problem persists, please provide a copy of your log.txt and metar.rwx files so we can see what's going on.
  24. sundog

    Moving / fliggering clouds in VR

    My guess would be "fast".
  25. sundog

    SkyMaxx Pro v4.8.2 Update Released!

    It is 4.8.2.
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