We’ve got some clouds and settings in XP10/3 to go over today, as well as some images taken using CloudsMAXX – in both versions 1 and 1.3 – and we’ve got FlightTime56s DHL B752 livery installation guide to get into your mitts for the weekend, and there’s a new Beta for XP10 just out as well and we’ll be going over this later over the weekend and have a first look up then.
But we’ll lead off today with reader’s screenshots submitted earlier in the week. There’s some fantastic work included here today, and we’re posting these images in the order received so don’t read anything in the order of presentation here! Now let’s take it away!
+++++
John’s Baron
+++++
from Graham H
+++++
And these from the SuperCritical Simulations Group, and thanks, Carlos!
And one more image from Carlos, for good measure! This one flies a little differently then the 748, no?
+++++
And then we received several images from Kevin Grimm, and I almost fell out of my chair when I saw his work. Kevin’s been converting MsFS scenery and then really going to work on the files, modifying layouts and tweaking textures and in the process creating some of the most stunning imagery I’ve ever seen in a SIM environment. Let’s read what he has to say then look at this work, because it’s a real eye-opener:
“I still fly in X-Plane 9 to certain airports just because of the time I have invested in building them up and adding to the scenery around them. The first image is a Fly Tampa payware conversion of Kia Tak in Hong Kong. The daylight image of Hong Kong and the rainy night shot of the 747(i added the reflection) are from X-Plane 9, all the other images in this email are straight from X-Plane 10.
“The two images of the grass field and airport are examples of one of my creations. I started with a great free airport scenery package of LHPP and extended the runway, added tons of new structures and buildings in and around the airport.
“The last 3 panoramic shots are from Saint Maarten, It started as a Fly Tampa payware conversion, but I added 3 other scenery packages to it to enhance the ground textures. I opened them up each texture and repainted them also, I added tons of buildings, boats and planes… and then I added new X Plane 10 lighting. it’s one of my favorite airports to fly into in X Plane.”
In the last image above, look at the boats at anchor to the right, and note the shadows they cast on the sandy seafloor just a few meters below. This kind of detailing just boggles the mind, but scenery developers need to study Kevin’s work, because he appears to be a real master.
And here are a few more images he sent along.
The image above and the two below are at KPHL Philadelphia. Just stunning images.
Maybe we can talk Kevin into writing up his experiences and techniques? Oh, he advises he’s not tweaked images in Photoshop, and all the effects seen here are straight from the SIM.
So! This was a good first time out for images and we hope you’re inspired by what you see to go out and take some good ones! And again, if you feel like dropping a few screenshots our way feel free. We’ll post the best each Saturday for the time being, and don’t forget that the Flight Simulator Network has a great screenshots gallery and a monthly screenshots contest! Now…let’s look at some clouds!
+++++
XP10 rapidly developed some bad press concerning clouds after a very promising start in the first few Betas, as around Beta 1/8 settings were simplified and seemed to make getting realistic clouds almost an impossibility. Even so, with the first versions onward it remains an impossibility to create those spring and summertime monsters that inhabit the great plains of the central United States…
What, you’re not familiar with these creatures? Well, take a look:
These monsters put the fear of God in pilots, and they brew upwards to FL450 – and even higher midsummer. Finding yourself in one of these is usually a death sentence too. They are unforgiving, violent creatures, and best avoided at all cost:
And I think omitting these from the SIM environment is a real bad move, no matter how difficult they may be to achieve. As a training aid, simulating these monsters is vital. You don’t want to fly through them of course, but learning how to recognize these features at night and in low visibility (with radar or via ATC instructions/WXR updates) is a vital skill too. Second point to consider: these monsters are gorgeous. If you’ve ever been up in the front office at night skirting these lightning-filled behemoths you’ll know what I mean, but there’s a certain anxiety that comes along with all this beauty, too. Maybe respect is a better word, because tangling with one – just once – in the SIM would be enough to convince you to never go anywhere near one of these out in “the real”. I’ve been in a couple, the worst experience in a 421, and we were caught between two fast-blooming cells over central Texas – at two in the morning! One moment we were climbing through 8000 and the next we were almost inverted at 6500 and it was like we were being pushed into the ground by a wrathful demon. ATC was asking us to check Mode C, the folks in back were screaming and everything smelled like barfed-up cheeseburgers (let’s not talk about the cleanup, okay?). When we landed at Hobby everyone, I mean everyone, had soiled their jeans and walked unsteadily for hours. You don’t take these puppies for granted, and XP needs to account for them. That said, the weather landscape in XP will remain an unfinished work until these monsters are a part of the simulation. Someone will figure it out.
While working through settings in v10/3 we found that the CLOUD DETAIL setting on the main rendering/settings page has a lot to do with more than just the appearance of clouds in XP10, and that this control in fact changes density – and dramatically so. As such, we thought it was sharing what we’ve uncovered so far, but keep in mind the situation with weather and clouds is changing rapidly in each new update. AND, each time you make a change in weather settings the cloudscapes are regenerated, so these images are at best an approximation, so keep that in mind.
Let’s look at this first set of images, of a single layer of SCATTERED CUMULUS clouds set at o to 2000MSL:
Simply by changing the DETAIL setting, coverage AND density increases. Next, below, THREE layers of SCATTERED cumulus are set from 0-2000, 4000-6000, and 8000-10,000 MSL. With detail set at below 30% the clouds were all but invisible, but by moving DETAIL up first to 40%, then 70%, once again density increased along with detail. And again, this was in v10/3, and not the latest 10/4 released a few hours ago.
Now, switching from scattered cumulus to broken cumulus, let’s look at a single low-lying layer over downtown Seattle.
At 70% only a few building tops emerge from the clouds (above), while at 50% more building detail emerges and some street level details emerge.
There are some subtle changes in this paradigm in XP10.04.1, the latest Beta release. Let’s take a look:
Using SCATTERED CUMULUS (above) and BROKEN CUMULUS) below, you can see that the DETAIL setting still has some effect on cloud density, but not as much…
In the latest beta, there’s a marked difference between SCATTERED and BROKEN cumulus that wasn’t there in the last few betas. Good move, but broken cumulus at low detail is still very much like scattered.
Another consideration here, and most relevant: if broken cumulus at low detail is the same as scattered at higher detail, and if higher detail settings eat framerates, then using broken cumulus at lower settings ought to be a nice way to improve framerates if you want some subtle VFR weather. Check it out!
Now, let’s take a look at another paradigm. CloudsMAXX.
CloudsMAXX is a new product from the developer of UrbanMAXX, and the aim with this file is to improve framerates while improving cloud shape and color.
These first images are from an early Alpha of the program, and with multiple layers (three layers of scattered cumulus set at 0-2000, 4000-6000, and 8000-10,000 MSL), and once again CLOOUD DETAIL influences appearance greatly. First up, the CloudsMAXX clouds at 30% detail:
Then at 70% detail. Framerates WERE a little improved…maybe 3-5 fps being a good average figure.
John at MAXX advises he feels CloudsMAXX will best render a single layer and at lower detail settings, and we tested this in the latest version (v1.3) to see what this looks like. First, we ran it a the three layer/50% configuration and this is what we saw:
In early morning light there’s some yellow and purple just fringing these newest clouds, a nice, subtle detail.
























































Kevin Grimm leaves me with nothing to say other than a half-coherent ‘whoa….’
Roger that!
I want that TNCM convert! AMAZING!
Hi, Flightime56,
Enjoyed both your xpfw beta 757 tribute and detailed installation walk-through.
At the risk of seeming presumptuous, Captain Peter from the original xpfw beta 757 development dream team is perhaps not through improving their legendary 757. Search out inivis.com forum threads pertaining to x-plane for further details. Perhaps a future investigative xplane10.wordpress.com interview is warranted.
A heads-up insert here. One more tip that I intend to add to my DHL/UPS installation rtfd. To benefit some affected users, to eliminate the blurred images of uv mapping experienced but not necessarily reported in certain extreme angle object views in x-plane in 9.7, I suggest dialing your anisotropic filter textures settings under Rendering Options to at least 8x. In my case, I have this setting at maximum 16x mostly to eliminate the blurred taxiway centerlines in Izicam plug-in views and have never been bothered by this distraction. This tip, btw, is credited to Alex U. from xpjets no less
Ah! the mysterious Captain Peter…we should put up a statue somewhere, don’t you think…It is an amazing file donbach isn’t it, so good in the light, thank you for you comments, your instructions were fine, I left out the tip as i didn’t think it was relevant to the article, but it is a good one, I feel the beacon lights should be fixed, and did i get the 3d lighting adjustment correct, or was there another switch?
nice work, love the engine covers a real nice touch….
I am finding far better frame-rates with the weather in 10.04 beta, a good 10FR improvement at least, which has lifted it for me away from the minimums, so an important improvement there,
I am finding, the A.I. becoming too fast in the taxi mode, it was far better in the original release, now they simply dart about everywhere…any comments?
On behalf of Supercritical Simulations Group, Chip, we would like to thank you for posting these screenshots of our “baby” – the 747-8 Intercontinental. We are very excited about her upcoming release as a Beta and we look forward to keep enhancing her in the future.
- Stekeller
Keep us posted on your progress!
Sent from the dark side of the Moon.
Oh my! Are Mr. Grimm’s airport masterworks available anywhere? If not, will they be?
Most are custom modified MsFS files, and imaged expertly! So the answer to your question is: no. Ouch!
Here is an update on the SSG 747-8 Intercontinental…
http://www.supercritical-simulations.com/?page_id=19
- Stekeller
Looks excellent!
Sent from the dark side of the Moon.