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Author Topic: Clouds big 2.1a  (Read 42579 times)

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Crazy G

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Re: Clouds big 2.1a
« Reply #96 on: August 12, 2013, 03:00:21 AM »

Solve it! I was using a Benq gaming monitor but in a Dell U2711 doesn´t flicker at all, works great. It might be some config in the Benq.
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Knochenlutscher

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Re: Clouds big 2.1a
« Reply #97 on: September 21, 2013, 02:57:43 PM »

A great Modification, truely a legend. What's a modded IL-2 without these proper clouded skies.
Everytime after a reinstall it's this Mod I need to have back the most, when flying through default emptyness.
I haven't tested 2.1a with my new hardware yet, I was on 2.1 all the time, will give it a go.
Thanks MANYSH
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Wiseman: Did you speak the exact words? Ash: Look, maybe I didn't say every single little tiny syllable, no. But basically I said them, yeah.

BravoFxTrt

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Re: Clouds big 2.1a
« Reply #98 on: September 21, 2013, 03:37:40 PM »

+1 Knoch, I am so glad that SAS included it in SAS ModAct 5.2x. Thank you Manysh and SAS.
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WxTech

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Re: Clouds big 2.1a
« Reply #99 on: March 30, 2014, 07:22:35 AM »

I can see why the game came with the underwhelmingly small cumulus clouds. Being represented as an agglomeration of textures, visually they behave differently from a modeled object, like a plane or building. The best way to see this? With this Big Cloud mod installed, go to a wide FOV of at least 90 degrees. Observe the overlap region between any two fairly close clouds when you are very close to one of them. You will often find the cloud edge changing position VERY significantly! Often times going from full overlap to wide clear sky gaps. So just by swinging your gaze (especially with head tracking) you can alter the obstruction and see past the clouds where you should not.

The underlying reason is this. Simulators use the gnomonic projection, the characteristics being well seen at very wide FOVs beyond about 90 degrees. The enlargement for far off-axis angles becomes considerable. A 'sprite' is not similarly stretched, and so with increasing off-axis angle becomes progressively undersized with respect to the landscape and other objects built upon polygons.

The cloud modelling seems to strive to overcome this by building a cloud from a number of textures in their own little cluster. But when you get close to such a cloud, the angular separation between some of these texture centers can become large enough for the differential stretching to have an impact.

The cure--outside of modelling from polygons--is a more densely populated cluster of textures as view distance decreases. But of course the issues of frame rate lowering must be considered.

And so right now one should not employ very large FOVs when close to these clouds. My 'default' is 105 degrees, which well reveals this odd behavior. But I don't like a smaller FOV, except when zooming for detail for limited periods.
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WxTech

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Re: Clouds big 2.1a
« Reply #100 on: April 29, 2014, 07:34:04 PM »

I've started a thread (with download link) for my own investigations on these clouds over in the New Member Safety Area. My notes on my findings--and the DATA.cld file I use--might be of interest.

I find (in 4.08) that the frame rate seems to be more affected by DENSITY (cloud numbers) than by BASE_R_DISP (cloud size.) And so I have the former set to 1, and the latter set to 4.5 (with base at 1000m, tops go to about 7000m in thunder.)

To get all clouds on a common base height (which is virtually universal in nature), make the F_UP and F_DOWN parameters zero for both LEVELS.

This is all noted in a fairly thorough readme.txt file...
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