[SIGPIC][/SIGPIC]Edited for speeling..
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Man, just when you thought it could't get any better. This just keep the blood pumping...always a carrot down the road to make FSX even better. I love the dreamers who make these things possible.
Jim
Yep i think i've read that FSX's beta just before RTM had Cloud shadows option but it got pulled from the final build
See bottom left tick box
Maybe someone has found a way to renable it or found a way via rewritting the cloud shaders,i look forward to seeing it in motion though & checking out the how to once its relased......i remember peter & chris talking about cloud shadows as something they where looking at adding to FEX but much like all there other promises it became total vapourware.....
One other thing i like to see hacked into FSX (apart from crepuscular rays that is) is Normal/bump mapping for the closest set or 2 of terrain tiles,im pretty sure that some of the screen shots on the FSX RTM installer feature bumpmapped terrain on one of the mountain sides
Interesting times ahead i look forward to checking out the CS once i build myself another gaming/simming/deving rig
laters
steve
Wow!! If these are seperate cloud shadows... AMAZING!!! I would pay whatever the cost! Especially if the shadows work not only on the ground... but on the aircraft and other objects themselves!!
crashAZ- Virtual Navy
[SIGPIC]http://www.sim-outhouse.net/images/rtwr2013/rtwr2013_sm.png[/SIGPIC]
Well, this may be the problem, I don't see any autogen on those screens.
Mike
With no disrespect to Rob, it isn't anywhere near as smooth as it could be. His gauge certainly makes it better than it used to be, but it wouldn't come close to a proper external flight model.
I'm sure the money it would cost to design such a thing wouldn't be worth it for any existing VTOL aircraft. The subject material just isn't popular enough among flight simmers.
I understand what you mean but keep in mind that the fact that Rob's VTOL flight is not realistic doesn't come from a FSX limitation, it's just coming from the way Rob implemented it. In fact, he applies a fix speed depending on the plane angle, but he should have applied an acceleration instead of a speed. In the end, it's just a little mathematic formula to change.
The fact is that FSX allows you to "manipulate" your aicraft movements from an external module. What you choose to do or compute in this module is only up to you. That's what Rob's module is demonstrating.
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