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Alex Kane

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Alex Kane last won the day on March 1

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About Alex Kane

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  1. Hi, Make sure your 3d model, overcast slider is set to lowest left Use 1024 Clouds On the CFG, set the existing TRANSLUCENT_SHADOW_TEXTURE_SIZE=256 Insert this new line in cfg graphics sections: CLOUD_SHADOW_TEXTURE_SIZE=256
  2. Hi, Clouds model are not installed properly, please install cloud models.
  3. The problem is related to HDR, when it's off, it never happens, you can reproduce this when slewing fast vertical\horizontal or flying fast on very dense area , HDR level get 5x amplified and make either dense white level or dense black level. One things is important, any tweak on HDR will increase it considerably.
  4. Hi, These are not Sky Force clouds model, they are default. Uninstall Sky force and reinstall newest version.
  5. Hi, Go to the 3d clouds model page and reinstall them, see if there is difference.
  6. Hi, I noticed, you are still using default P3D clouds model, these are not SF cloud model.
  7. Hi, Now it look worst because it's all default cloud models. That was an issue in SF latest update last week. The new update fixes this.
  8. Yes, Sky Force is the only product have new cloud model.
  9. There is no clouds model in texture direct, new clouds model are only available in Sky Force, all others rex product use default clouds model dated from FSX.
  10. Hi, From what I see, SF clouds model are not installed (fact there is up side down texture, it's not normal) I would check as well your clouds resolution in your P3D folder.
  11. Hi, The square clouds appears in real life too, see picture below. Now since Sky Force contains true full overcast, these things can occur, but we are looking always to improve things despite some limitations.
  12. Hi, I have read misleading information on forums and social media concerning Sky Force, from AVSIM and others. By disabling SF weather engine, ANY 3rd-party weather engine can use all contents of SF without limitation. Textures and all cloud models are 100% activated with full features, including, tornado, rain-shaft, roll clouds etc. The new cloud models are brand new cloud structures to reproduce the real size, heights and clouds types, which also fix the upside down textures often seen before SF was released. It is not true that the difference from default are only more fuller with more variations, these are all brand new model structures, developed close to the real formations, doubled the texture mapping for them which require the new SF cloud textures and we added many new types never done before, and this is only the start. SF cloud textures contain soft, medium and detailed edges for user taste. Environment Force will take advantage of SF with an API for real-time atmospheric changes and live texture injection. Our cloud texture sheets within the cloud files are mapped on the fly with different cloud types and different models. A static screenshot will never show any major differences (especially from looking up under the bases), since we double the mapping. SF is about immersion with different weather scenarios and situations, not just static examples. Basically with the Sky Force textures/cloud model structures/mapping/synching, you can experience endless variation and differences with varying metar on the fly. Each texture set is doubled for less repetition of clouds and adds more variation in any given realtime scene. Also, developing it in this way doesn't allow for the cloud bases to repeat endlessly in the distance. I hope this clears up any misleading information.
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