Spawning of clouds distance?
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Is there a way to extend the distance that clouds spawn?
I can see them pop into existence on the horizon.If it is possible to extend the distance that they spawn so that it happens beyond visible range, is what I’m looking for.
Cheers
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Hi Starrats,
Yes I have seen this also many times. I am not sure if it can be solved completely because maybe it is just the way clouds are coded.
BUT I also suspect it could be something that perhaps is triggered by distance settings for the different types of weather (sunny, fair, poor, incl)
The fmap could contain a sunny cell and the next a fair cell. I think the code just switches from sunny to fair (when you are entering this cell and the weather changes from sunny to fair)
I am just guessing and don’t want to offend the bms coders by telling false assumptions as facts. Just my 2cents and think some transition optimizations between the different weather types would be very welcome.Very tired because its late so sorry if I do not make sense;-) but wanted to help you in any way.
Cheers Obi1
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Damn, just realized you ar probably not meaning the popping up of clouds nearby but the view distance far out where clouds start to be visible.
Isn’t that the visibility distance that in the past could be set by using the startup -G5 -G6 etc params, but I think that possibility got removed in later versions.
There was commandline overwrite for object density and objects distance as we know it but with higher settings than in the UI menu.Cheers Obi1
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Yes,
I remember those command lines , I have them written down somewhere , I can try those to see if it is still working.
Maybe 433 u5 is already maxed in ui, though. I will see tomorrow.Thanks for the info obi1,
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Hi Starrats,
Yes I have seen this also many times. I am not sure if it can be solved completely because maybe it is just the way clouds are coded.
BUT I also suspect it could be something that perhaps is triggered by distance settings for the different types of weather (sunny, fair, poor, incl)
The fmap could contain a sunny cell and the next a fair cell. I think the code just switches from sunny to fair (when you are entering this cell and the weather changes from sunny to fair)
I am just guessing and don’t want to offend the bms coders by telling false assumptions as facts. Just my 2cents and think some transition optimizations between the different weather types would be very welcome.Very tired because its late so sorry if I do not make sense;-) but wanted to help you in any way.
Cheers Obi1
You can see different cells of weather displaying at the same time in different places when you look around with different weathers.
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Yes, correct, different types of weather at the same time is indeed true. But still I have seen clouds from fair weather ‘pop up’ suddenly just next to me. As if the cell i am into suddenly changes from sunny to fair. Not sure if this actually is what happens.
Also every type of weather has a specific fog distance for this type and I just wonder how this works when you go from one cell into another? -
In a dynamic weather profile, weather does change suddenly. It may have happened to you. Also, clouds in fait and poor weather may tend to appear all of sudden too. I don’t exactly know why. It seems that the effect is increased depending on the altitude you’re at.
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The same ‘sudden’ change I noticed with sunlight (shader). As if a lightswitch is turned on/off, happens mostly with overcast type weather, but also with mixed types.
I can believe it should represent sun being blocked by clouds, but the sudden switch (or the shader mood change) feels unrealistic imo. -
A smooth transition of weather needs too much resources and coding.
So this is kinda of a compromise to have dynamic weather changes.
In the past we had just the same weather for the whole mission and the whole theater.
Now this is way better.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Good info, thanks.
I just wanted to make sure if there was a setting or adjustment I missed that could fix it,
Now that I know there is nothing I can do about it, it won’t bug me as much. Weather is a very nice feature that I barely look at.
I like luke777 weather settings in his te ., but I’ve never actually set it correctly before myself . -
LOL….and I am not Laughing at y’all but with you.
Similery Sunrise in Falcon happens at 5:30 AM… NO MATTER what we say…Lights On\Lights Off…Clouds On\Clouds Off…Rain On\Rain Off.
There is NO in between or graduality to it yet, written in the CODE of Falcon that I’ve seen. Though there are Remarks hinting to it in the old Cobra Code…HMMM!!!
BMS Boyz, I’m sure you have thatdemer
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I saw on 4.33 official trailer that goes into under the cloud layers with poor weather. It was not changing whole weather condition around user camera but looked like coming from fair weather area to poor weather area. Has this not been implemented in 4.33?
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I saw on 4.33 official trailer that goes into under the cloud layers with poor weather. It was not changing whole weather condition around user camera but looked like coming from fair weather area to poor weather area. Has this not been implemented in 4.33?
Of course this is implemented
use Weather maps : fmaps
The weather is local in BMS and the transitions are implemented
The other two models : deterministic and probabilistic are global and relic of the past
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Just to be sure MAV-JP, transition per cell of an fmap to a cell (on same location) from the next to be loaded fmap ?
Or tansition based on an bigger area? I know with deterministic and probabilistic transition is there from one weather type to another, but then the weathertype is same for complete map.
When thinking about it, only transition of weather cells on an around the player or view area would perhaps be less of a CPU/GPU burden solution when for far away cells just the instant ‘switch’ between cells.
This would remove the sense of sudden instant weather change closeby (when fmap cells are updated)Also always wondered if the map shift function could perhaps trigger this visible sudden weather changes? With speed and direction the fmap is then moved, but perhaps this makes the transition not work as it should because the position of old and new cell do not match anymore?
Cheers Obi1
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Huh? The cells are not movable.
Each cell has it’s weather conditions. Those change as time advances. The sudden changes also have to do and with the how often weather advances and from what condition to what.
In the tools provided by the community u can even see the animations iirc with the weather tool from which u get the real data.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Just to be sure MAV-JP, transition per cell of an fmap to a cell (on same location) from the next to be loaded fmap ?
Or tansition based on an bigger area? I know with deterministic and probabilistic transition is there from one weather type to another, but then the weathertype is same for complete map.
When thinking about it, only transition of weather cells on an around the player or view area would perhaps be less of a CPU/GPU burden solution when for far away cells just the instant ‘switch’ between cells.
This would remove the sense of sudden instant weather change closeby (when fmap cells are updated)Also always wondered if the map shift function could perhaps trigger this visible sudden weather changes? With speed and direction the fmap is then moved, but perhaps this makes the transition not work as it should because the position of old and new cell do not match anymore?
Cheers Obi1
There is a transition from on well type to another , there are interpolated conditions between a fair and a poor for instance , and some parameters are interpolated as well in space but also in time.
The cells are “moving” with the windshift map BTW
There is no “sudden weather change”
what you are talking about is probably sudden weather change when a new map is auto loaded
this is why i said many times to use windshift Map and use the auto loading function only every few hours.
some brilliant guys use it every 10 minutes or so, which of course provokes huge weird transitions
Please post a video of the problem you see
EDIT : well no, dont bother…. i dont need it anyway better to save your time
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Dude i even generated weather for every minute and then used it But something like 1 hour map change is better idea to stop having pop up clouds everywhere
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Dude i even generated weather for every minute and then used it
That’s even funnier!!! :headb::drink::nosep::bowd::clap2::peace::frusty::first:
C9