Hey all
I'm still a pretty new to x plane and got a question. I notice that at high altitudes (aka cruise FL250 +) the environment looks kinda weird. What i mean is that there is a ring of blurr around the aircraft's 25 mile radius, which i think is because of the limited visibility in x plane. The ground textures display for a range around the aircraf then form a blurr. So basically when i look into the horizon i see normal textures then blurred ones. I'm wondering if this is normal of x plane. BTW its XP 9.4
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x plane high altitude flying
#3
Posted 18 January 2010 - 06:36 PM
Try ClearSkies04U.zip from the xplane.org file library it might solve your visibility issues.
#4
Posted 18 January 2010 - 07:01 PM
Jacoba,
Clear skies will not remove the ring of fog that you see at high altitude.
This is just the limit of visibility in X-Plane V9.
If you don't have volumetric fog checked in the rendering menu, the fog will no longer be there, but a nasty looking jagged transition will await you when you look to the horizon.
-Jason
Clear skies will not remove the ring of fog that you see at high altitude.
This is just the limit of visibility in X-Plane V9.
If you don't have volumetric fog checked in the rendering menu, the fog will no longer be there, but a nasty looking jagged transition will await you when you look to the horizon.
-Jason
#5
Posted 19 January 2010 - 04:32 PM
Makes me wonder if there isn't a framerate friendly way to somehow fake the typical 100+ miles visibility in cruise.
It should be possible to build a convincing approximation from a simple gradient + world textures mapped to the geo sphere.
p
It should be possible to build a convincing approximation from a simple gradient + world textures mapped to the geo sphere.
p
#6
Posted 20 January 2010 - 06:39 AM
captainpeter, on 19 January 2010 - 04:32 PM, said:
Makes me wonder if there isn't a framerate friendly way to somehow fake the typical 100+ miles visibility in cruise.
It should be possible to build a convincing approximation from a simple gradient + world textures mapped to the geo sphere.
p
It should be possible to build a convincing approximation from a simple gradient + world textures mapped to the geo sphere.
p
Now that would be good!
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