Is the "Size" parameter correct in a config file ? What happens if you increase it by a factor of ten.
Is the "Size" parameter correct in a config file ? What happens if you increase it by a factor of ten.
Name = Proxima_Centauri
EllipticOrbit = TRUE ; ignore perturbations
HasElements = TRUE ; orbital elements follow
; === Planetary Mean Orbits ===
;***cfgBatchDataCalculator
Epoch = 2005.41409993155
SemiMajorAxis = 899879400000 ; in metres
Eccentricity = 0.000 ;
Inclination = 80.84444
LongAscNode = 4.65 ;??
LongPerihelion = 3.0 ;??
MeanLongitude = 7 ;??
; === Physical Parameters ===
Mass = 6.18801e27
Size = 1.04e10 ; mean radius
AlbedoRGB = 1 0 0
; === Atmospheric Parameters ===
AtmPressure0 = 000e1 ; Pa
AtmDensity0 = 0.00001 ; kg/m^3
AtmAltLimit = 200e3
AtmColor0 = 1 0.95 0.8
AtmHorizonAlt = 110e3 ; horizon rendering altitude [m]
AtmHazeExtent = 0.01 ; horizon haze extent
AtmHazeColor = 1 0.6 0.6
; === Visualisation Parameters ===
MaxPatchResolution = 0 ; highest sphere patch level
MinCloudResolution = 1 ; cloud layer from this resolution
MaxCloudResolution = 8 ; highest cloud resolution level
FrameRate = 200
EnableLimiter = 0
CustomCamMode = 1
PlanetPreloadMode = 0
PlanetTexLoadFreq = 50
Anisotrophy = 12
SceneAntialias = 8
SketchpadFont = 1
PreLoadBaseVisuals = 0
EnableNormalMapping = 1
NearClipPlaneMode = 0
RwyLightAnimate = 1
RwyLightAngle = 120
RwyBrightness = 1
NightLightsAngle = 10
BumpMapAmplitude = 1
PlanetGlow = 0.7
EnvMapSize = 256
EnvMapMode = 2
EnvMapFaces = 3
ShadowMapMode = 3
ShadowMapFilter = 2
ShadowMapSize = 2048
TerrainShadowing = 0
EnableGlass = 1
EnableMeshDbg = 1
TileMipmaps = 1
TextureMips = 1
TileDebug = 0
StereoSeparation = 65
StereoConvergence = 0.2
DebugLvl = 1
VCNearPlane = 0.1
LightConfiguration = 4
DisableDrvMgm = 0
NVPerfHUD = 0
DebugLineFontSize = 18
DisableVisualHelperReadout = 0
LODBias = -0.2
MeshRes = 1
MicroMode = 1
MicroFilter = 4
BlendMode = 1
MicroBias = 3
CloudMicro = 1
PostProcess = 1
ShaderDebug = 0
PresentLocation = 1
PlanetTileLoadFlags = 3
LabelDisplayFlags = 3
GDIOverlay = 0
gcGUIMode = 0
AbsoluteAnimations = 1
NormalmappedClouds = 1
TerrainFlats = 1
OrbitalShadowMult = 0.85
SolCfg = Sol
DebugLineFont = Fixed
Yeah, I have noticed this a long time ago. Didn't think this to be a bug or an issue, though. It seems to be a side effect of the new atmosphere rendering shaders of dx9 client. It manifests as aliasing effects on the edge of the planet's night side, when it has a shaded atmosphereHi,
You talk about planet rendering. I have found a small flickering (sorts of blue and white pixels on the attached picture) on the edge of the planet, especially the Earth while looking it from far. This flickering occurs after loading the scene and while moving the camera.
I don't know if we have the same flickering with other planets. But it only appears with D3D9 client, not with DXD7 "in-stock" client.
Below, those are my settings for the last release of D3D9 client (r. 1355) for Orbiter 2016 :
Code:FrameRate = 200 EnableLimiter = 0 CustomCamMode = 1 PlanetPreloadMode = 0 PlanetTexLoadFreq = 50 Anisotrophy = 12 SceneAntialias = 8 SketchpadFont = 1 PreLoadBaseVisuals = 0 EnableNormalMapping = 1 NearClipPlaneMode = 0 RwyLightAnimate = 1 RwyLightAngle = 120 RwyBrightness = 1 NightLightsAngle = 10 BumpMapAmplitude = 1 PlanetGlow = 0.7 EnvMapSize = 256 EnvMapMode = 2 EnvMapFaces = 3 ShadowMapMode = 3 ShadowMapFilter = 2 ShadowMapSize = 2048 TerrainShadowing = 0 EnableGlass = 1 EnableMeshDbg = 1 TileMipmaps = 1 TextureMips = 1 TileDebug = 0 StereoSeparation = 65 StereoConvergence = 0.2 DebugLvl = 1 VCNearPlane = 0.1 LightConfiguration = 4 DisableDrvMgm = 0 NVPerfHUD = 0 DebugLineFontSize = 18 DisableVisualHelperReadout = 0 LODBias = -0.2 MeshRes = 1 MicroMode = 1 MicroFilter = 4 BlendMode = 1 MicroBias = 3 CloudMicro = 1 PostProcess = 1 ShaderDebug = 0 PresentLocation = 1 PlanetTileLoadFlags = 3 LabelDisplayFlags = 3 GDIOverlay = 0 gcGUIMode = 0 AbsoluteAnimations = 1 NormalmappedClouds = 1 TerrainFlats = 1 OrbitalShadowMult = 0.85 SolCfg = Sol DebugLineFont = Fixed
I don't know which setting could solve that. Actually, it's not a very annoying detail but I just let you know about this small glitch.
Kind regards
Is there any documentation anywhere on the format of .flt files? I am starting to play with them, but so far I only was able to find one short one-liner sample for Pathfinder site. I figured out some parameters to successfully flatten a few most important areas on Baikonur, but I'd like to understand what other values in the file revcords are. And what other are possible, that are not in the file. For example, can there be anything but 'Ellipse"?Terrain flattening only works if "Surface elevation, using" in the "Visual effects" tab is set to linear interpolation instead of cubic. Also flattening is not doing anything on its own, instead you have to author *.flt files in the planet's tree "Flat" layer to actually flatten certain areas.
Thanks a lot - exactly what I was looking for! And yes, same format hods in the last release. Somehow did not spot this description in my search, though I saw that thread... guess I did not check all pagesIf the terrain flattening was incorporated in D3D9Client the way it was implemented in the experiment (which I think it was), the format description done here should still hold.
If you're talking about the SVN repository, it can found found here: svn://mirror.orbiter-radio.co.uk/D3D9client/I know it's probably been asked a dozen times, and posted before, but where is the repository for D3D9 Client? Could we add a link to the post #1 in this thread.
So level 19 would be a quarter of that?Well, I know that the flattening feature is not changing the rendering operation, it just changes the data before it is used for the rendering (and collision checking). Therefore, if not more data is present, it can't create more details.
If my calculation is right, you can have - at max. level 17 - the resolution of 16384 tiles with 256 height points each. On the equator of earth, that would mean a resolution of approx. 10m. At Baikonur latitude (ca. 45°) the longitudinal resolution is approx. 7m, but the lateral resolution stays at 10m.
So, realistically I'd say the minimal trench you can dig is a quadratic pyramidal one with approx. 14 meters side length. But this only if the point you want to lower happens to fall right on a grid point of the terrain. In the general case, I'd calculate with double the size, so say maybe 30m.
In the general case, I'd calculate with double the size, so say maybe 30m.