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Gildahl

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  1. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    I haven't personally experienced these in the game yet, but I do agree that the sameness doesn't look too realistic. The morphology of towering cumulus varies quite a bit as shown here https://bmtc.moodle.com.au/mod/book/view.php?id=5580&chapterid=4107. So might be nice to eventually work some variety into the representations.
  2. That's good to know. I wouldn't have presumed that they worked together. On their web page it says that they offer enhanced wind effects, but you are saying these are adjustable (even while leaving real-world effects on). So for example that means I could override turbulence (say, turn it down or off) while leaving all other wind attributes at their real-world settings, right? If so, that's what I had in mind.
  3. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    I will be anxiously awaiting this, and thrilled if it can be addressed. I suppose the VR platform might make a difference in how noticeable it is (I'll have to give it try on my old Vive), but it is unmistakable on my Index.
  4. Thanks for confirming! I'll take this up with LR.
  5. I thought that the real weather connector actually passed the weather information into X-Plane (which was then acted on by SkyMaxx and X-Plane). If it doesn't do that, then, yeah I guess it wouldn't be possible.
  6. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    Excellent. Yes, I do use the Real Weather Connector--but it happens in overcast conditions whether or not I have that installed. Also note that its not just the "procedural" cloud types, but any of the overcast types. Thanks for looking into this, and hoping for that better solution so I can use it with VR again.
  7. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    That was actually the first thing I tried when I first encountered this issue, but it doesn't help. I just tried setting to solid procedural again, but to no avail. Here are a few more observations (again, all only happen in SkyMaxx and not with standard clouds) 1. If I am flying in low visibility (like the screenshots above), the haze representation varies dramatically as I turn my head in VR independent of the plane's motion. In fact, if I pause the simulation, this behavior continues. All I have to do is turn my head and the haze line against the ground moves in sync with my head motion (this can also be done while the simulator is paused). This in combination with the fact that the haze line is not aligned in the same location for both eyes seems to be a large part of the issue (if, while paused, I open one eye and close the other, the line shifts in appearance and location--not normal parallax--even though the scene is not moving at all.). This, by the way, should be very easy for you to reproduce and observe. 2. The effect is not limited to terrain, ground fog or low visibility. If I fly under dark overcast skies and look up with no ground or terrain in the background, I get the same sort of convergence issues, like my eyes want to cross as I'm looking at these clouds, and the effect magnifies as I fly closer. If I pause the simulator under overcast skies and shake my head back and forth, certain cloud textures will remain perfectly in place while others will do a "dance" (rotate around a central point, back and forth as I shake my head). This doesn't happens with fair weather cumulus or cirrus type clouds. Please keep in mind that although this sounds like a gripe, I fully understand and appreciate that this build of SkyMaxx is called experimental and I'm using it on a beta product (most vendors won't even release for a beta), so I don't want to sound like a complainer, but hoping that at the very least you can duplicate this and put it into an known issue state for VR users. Like I said, right now I can't really use SkyMaxx in VR for overcast/fog due to the bizarre and unrealistic effects this is producing.
  8. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    Hmm. I'm pretty active in that thread and don't see anything regarding this issue (if there is such a post, please direct me to it). Note that this has absolutely nothing to do with the so-called "floating hills" issue which I actually entered an official bug report to LR for. That is a distant horizon issue (and definitely an X-Plane issue since I personally confirmed that it happens in a brand new install of X-Plane and can be suppressed by setting renopt_planet to zero in X-Plane.prf). Rather, this is purely a cloud/fog, left/right eye convergence problem in VR that I've only ever seen in SkyMaxx Pro generated close-up cloud/fog conditions. Completely separate issue. But again, if it is being discussed as happening in vanilla X-Plane, please point me to at least one specific post and I'll gladly follow-up there.
  9. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    link? (I don't know what the ORG is)
  10. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    Not doubting you, but if I apply the same weather conditions in vanilla X-Plane, I've never seen convergence issues like this before. I mean, its very obvious and creates a kind of double-vision that I'm pretty sure I would have noticed before I started using SkyMaxx, though admittedly I don't fly in the fog a whole lot. Do you have a post to reference or a scenario I could try to see this? I would certainly rather report this to LR if the problem is on the XP side.
  11. I have a big favor to ask. Would it be possible to consider a feature that would provide the ability to either turn off or tone down (by say, a percentage) turbulence. The problem is that turbulence is (to put it mildly) nauseating for many (including me) in VR. This is, of course, not a bug as I know you are just feeding X-Plane and Sky-Maxx the real-world conditions. So this would really be just a comfort option for folks who use VR and find the simulation of turbulence to be very uncomfortable and would like to tone it down or eliminate it. Thanks!
  12. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    Unfortunately, with cloud/terrain blending turned to max, the lines continue to show--though they may be a bit more subdued. But still quite noticeable and distracting (cloud shadows are turned off). The more disruptive thing, however, are the left-right eye convergence issues in VR, which are bad enough that I can't really use the overcast settings. If you look at the first picture pair below (taken at the same instant) and can manage to cross your eyes to see the 3D picture, you'll see that there is a kind of mirage effect that is produced in the terrain due to the images in the left and right eye seeing two different versions of the haze and ridge line (compare the panel's well converged appearance with the view out the window that refuses to converge). When in motion, it is quite dizzying. In the second picture pair over Boston, it might be even easier to see, even without crossing your eyes, that the level of haze in one eye is distinctly different than the other along the center haze line, which again in motion, is really too distracting and uncomfortable to use (remember that these picture pairs are taken at the same instant). With that said, flying in fairer weather clouds at at distance doesn't have this problem; but it is definitely an issue in VR with hazy/foggy weather effects. With the stock overcast/fog effects I don't see these sorts of artifacts in VR.
  13. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    Regarding cloud color, I was also going to comment too. I'm a new user, so I don't know if color has changed, but I find that the darker parts of cumulus clouds do have an unnaturally brownish color to them during times of the (virtual) day when I wouldn't expect any color at all. I'm looking out my window now (IRL) at a sky full of similar clouds at 9am and the darker areas are distinctly colorless (gray). A relatively minor thing in the grand scheme of things, but I'm thinking cloud color may be more saturated than it needs to be.
  14. Gildahl

    SkyMaxx Pro v4.9.3 Update Released!

    Seems a bit improved. Maybe performance is a little better, but still too heavy for practical VR IMO. Also, in VR, continue to get strange lines and bad convergence on close-up clouds and overcast skies, so can't use in those conditions. Also curious is that sun now gets completely lost in haze at midday (just see a hazy spot in the sky and no form to the sun). Sun does show later in the day when its closer to the horizon (also, sun continues to appear extremely LARGE in VR--way, way bigger than IRL). It's still experimental, I know, and still using on beta X-Plane 11, so don't take as complaints, just comments.
  15. Gildahl

    Sun gone when plug-in disabled

    Yup. That would be nice.
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