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Soaring Flights in FSX

General discussion regarding soaring with and without missions

22 topics in this forum

  1. Multiplayer Towplane Issue

    • 5 replies
    • 12197 views
  2. Multiplayer Success

    • 7 replies
    • 7988 views
  3. "FS Recorder" Flight

    • 8 replies
    • 12130 views
  4. TN to GA

    • 13 replies
    • 10143 views
  5. Tutorial 7

    • 1 reply
    • 7789 views
    • 12 replies
    • 9166 views
  6. True air speed or KIAS

    • 1 reply
    • 8581 views
    • 6 replies
    • 8532 views
    • 1 reply
    • 7516 views
  7. miltiplayer session is on

    • 1 reply
    • 7191 views
  8. X-Race #1

    • 13 replies
    • 9602 views
    • 3 replies
    • 7917 views
  9. Soaring the Andes

    • 0 replies
    • 7855 views
  10. MifflinRidgeRun2005 in FSX

    • 0 replies
    • 7695 views
  11. nzrace2 with FSX

    • 0 replies
    • 7454 views
  12. DG808 Performance Data

    • 7 replies
    • 11508 views
    • 3 replies
    • 21606 views
    • 0 replies
    • 7984 views
  13. St. Crepin 51km Task

    • 0 replies
    • 7575 views
    • 5 replies
    • 10604 views
  14. French Alps (?) LFLO

    • 0 replies
    • 7841 views
    • 4 replies
    • 9112 views
  • Posts

    • Everything else goes here:  
    • Mathijs is right there. With the introduction of the PBR shaders a lot changed in the composition of the textures itself. But it was also no option to stay in the old shading system, as PBR is already a standard since years in the market dominating game engines. To achieve a visual state of the art quality, the developers is also forced to overtake the new paradigms.   While the diffuse shadows were baked into the color texture for many years now to raise the realistic quality of the content, this is now totally removed from the color texture and went into a full new texture type, called METAL texture. There the shadows reside in an own grey scale channel (displaying the values of complete darkness to the maximum light entry value) and they became dynamic, so they vanish away in direct sunlight and are maximally displayed in the other cases. This helps to create a correct lighting behaviour much more.   The question was now how to save the hard work of the repainters from the years ago and so they layout in itself remained the same for the 700 and 900. To its relativly easy to convert the old paints to PBR standard once the paintkit will be available. I tested it on my own default liveries and its mostly simple drag and drop the airline specific content from the old to the new one and resave it to DXT3 format.   The diffuse texture "_C" contains now now reflective information anymore, as this is handeled fully by the shader and the metalness/smoothness value inside the METAL texture. The smoothness value by the way, lets you create blurred and sharp reflections in one material now. Before you had a special environment map for that which could only display ONE smoothness state. Now you can literally define for any pixel another value, so having mirror like surfaces and brushed aluminium in one map. Once downside is there in the current Prepar3D version, as the strength of the hilights isn´t controlable now. This is "natural" to the basic idea of PBR but all engines got a special specular multiplier channel to reduce the amount to any value you want, for example to mimick a deep depression on a flat surface (to save the polygons for modeling such stuff fully out and normal maps take a high calculation penalty).   So there is some work to do to get the old maps running also in future, yes. But its not that hard. You get better details with both screen resolutions.  
    • Hi Tom, I purchased this too yesterday but ILS interception takes me into the fields.   Is this problem under investigation please?
    • Thanks Stefan, will this be visible if I use HD resolution? Or only on 4k screens?
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