Tom Knudsen Posted May 3, 2014 Author Report Posted May 3, 2014 Fly with Lua Light Tweak version 1.04 is now out "Runway Light is now fixed" http://xp-developer.com/index.php?/files/file/10-fly-with-lua-light-tweak/ Enjoy! Quote
captainamerican Posted May 3, 2014 Report Posted May 3, 2014 Also, I neglected to mention how this light problem is more frequent with those who have the aerosoft lights installed. I fixed my light issue but I played around before and the lights were invisible even when the scripts were disabled. Then, after deleting the aerosoft lights and putting x-plane default lites back, everything was fine. So in all honestly, I think the heart of this issue is within the aerosoft light upgrade (unless your rendering settings are cranked up high) and also depends in where you're flying too! Lights works at Heathrow but not at Frankfurt! Very complex bug.. Quote
Tom Knudsen Posted May 3, 2014 Author Report Posted May 3, 2014 I switched between 16 different airports, tried with both default light and aerosoft light and at different time of day. All runway lights now work seamless. The red/black issue at tower/buliding lights are known bugs related to x-plane not script or aerosoft. Cannot see any issues more Quote
SPAS Posted May 5, 2014 Report Posted May 5, 2014 (edited) RTH is on http://xp-developer.com/index.php?/files/file/11-real-terra-haze/ also http://forums.x-pilot.com/files/file/672-real-terra-haze/ Edited May 5, 2014 by SPAS 1 Quote
Tom Knudsen Posted June 5, 2014 Author Report Posted June 5, 2014 Version 10.30 b3 is now outSome important fixes Fixed the “white-out” bug – no more loss of visibility when near clouds.The white band of fog in high-altitude views has been fixed. There is now an official override for clouds (sim/operation/override/override_clouds) – setting this to one gets rid of all cloud puffs and white-out; it is no longer necessary to use art controls to replace X-Plane’s built-in clouds. Using this override saves CPU time that would have been spent building clouds and VRAM that would have been spent storing cloud meshes.The “frame rate” data output now contains two fields: CPU and GPU. These times show the time the CPU and GPU spent drawing one frame (on average) in milliseconds.There is a new art control “hdr/debug_lights” that, when set to 1, will show you the cone area of all spill lights. The cone area of the spill lights on screen is a good indicator of how much GPU power the spill light is taking. If your scenery or airplane is very slow at night in HDR mode, turn on light debugging and look for huge, wasteful spill light cones. If you can make these smaller you may improve GPU performance. 1 Quote
captainamerican Posted March 1, 2015 Report Posted March 1, 2015 does anyone know where i can still get these lua scripts? the xp-developers website is dead Quote
Tom Knudsen Posted September 5, 2015 Author Report Posted September 5, 2015 They are inclueded in RTH Sent from my SM-N9005 using Tapatalk Quote
captainamerican Posted September 15, 2015 Report Posted September 15, 2015 I'd honestly have the original scripts and not rth, because every time I start it. I get this error: We were unable to load the shader file:0:10:09.735 E/SYS: | Resources/shaders/dome.glsl And when I delete RTH, this error magically no longer occurs. I had the original scripts before and they were flawless, I just got a new system and don't have them anymore. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.