Weather: Difference between revisions

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201 bytes removed ,  4 June 2014
some updates as per http://forum.flightgear.org/viewtopic.php?f=69&t=23214&p=211697#p211697
(some updates as per http://forum.flightgear.org/viewtopic.php?f=69&t=23214&p=211697#p211697)
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Once this is activated, the ''Terrain effects'' option becomes available. When checked, the ''type''  of terrain (city, crops...) is also taken into account for the distribution of clouds, and their thermals if enabled; also, the shape of terrain determines ridge lift. This option is especially recommended to glider pilots, while the faster and higher pilots won't notice it, most of the time.
Once this is activated, the ''Terrain effects'' option becomes available. When checked, the ''type''  of terrain (city, crops...) is also taken into account for the distribution of clouds, and their thermals if enabled; also, the shape of terrain determines ridge lift. This option is especially recommended to glider pilots, while the faster and higher pilots won't notice it, most of the time.


However, if ''Terrain presampling'' is disabled to save some CPU time, AW will not know about ground and will put cloud layers as if at sea level. This is not bad if you ''are'' at sea level, but if you're on the Himalaya you might have clouds underground. So, you might have to set the ''Altitude offset'' conveniently, and possibly the same for the ''Temperature offset''. <span style="background:#FF0000">(do you really have to specify the ''offset'' of temperature? or the temperature at ground level?){{clarify}}</span>
However, if ''Terrain presampling'' is disabled to save some CPU time, AW will not know about ground and will put cloud layers as if at sea level. This is not bad if you ''are'' at sea level, but if you're on the Himalaya you might have clouds underground. So, you might have to set the ''Altitude offset'' conveniently.
 
The ''Temperature offset'' is used with scenarios. Since they come with their own pre-defined temperature, that's the only way to simulate winter using them, so if you select a high pressure tile but specify a -45 deg temperature offset, you'll end up somewhere around -10 deg and get a decent arctic airmass for the effort. It has nothing to do with terrain effects.


The ''Tile selection mode'' specifies how tiles are automatically generated once the aircraft reaches the border of the original tile:
The ''Tile selection mode'' specifies how tiles are automatically generated once the aircraft reaches the border of the original tile:
* ''single tile'' just won't generate any further tiles. If you go outside of that beware of dragons.
* ''single tile'' just won't generate any further tiles. If you go outside of that beware of dragons.
* ''repeat tile'' creates new tiles of the same type as the originally selected tile, randomized to some degree. It doesn't work with some AW scenarios,<span style="background:#FF0000">{{clarify}}</span> but is automatically selected with ''Thunderstorm''.
* ''repeat tile'' creates new tiles of the same type as the originally selected tile, randomized to some degree. It is automatically selected with ''Thunderstorm''.
* ''realistic weather'' works only with the AW scenarios, and is automatically selected with them. It simulates the realistic distribution of airmasses.
* ''realistic weather'' works only with the AW scenarios, and is automatically selected with them. It simulates the realistic distribution of airmasses.
* ''METAR'' is automatically selected with ''Live data'' and ''Manual input'' and non-AW scenarios. Basically, it tries to give the best interpretation of the METAR string.
* ''METAR'' is automatically selected with ''Live data'' and ''Manual input'' and non-AW scenarios. Basically, it tries to give the best interpretation of the METAR string.
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==== Wind settings ====
==== Wind settings ====
<span style="background:#FF0000">{{clarify}}</span>
[[File:Advanced weather winds dialog.png|thumb|350px|Wind configuration from Advanced Weather settings. This works in ''Aloft interpolation'' and ''Aloft waypoint'' mode.]]
[[File:Advanced weather winds dialog.png|thumb|350px|Wind configuration from Advanced Weather settings. This works in ''Aloft interpolation'' and ''Aloft waypoint'' mode.]]
[[File:Advanced weather wind models.png|thumb|A representation of Advanced Weather wind models]]
[[File:Advanced weather wind models.png|thumb|A representation of Advanced Weather wind models]]
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''Wind model'' defines how the wind should change in space:
''Wind model'' defines how the wind should change in space:
* ''constant'' sets the same wind everywhere, as specified in the dialog or derived from the METAR. This wind is the lowest aloft wind, and the boundary layer behaves consistently <span style="background:#FF0000">(provided terrain effects are enabled?).{{clarify}}</span>
* ''constant'' sets the same wind everywhere, as specified in the dialog or derived from the METAR. This wind is the lowest aloft wind, and the boundary layer behaves consistently.
* ''constant in tile'' is like the above, but adds a wee bit of realism by introducing little changes in the wind direction and speed when crossing tiles.
* ''constant in tile'' is like the above, but adds a wee bit of realism by introducing little changes in the wind direction and speed when crossing tiles.
* ''aloft interpolated'' allows to specify through the ''Wind Configuration'' dialog how aloft winds change with altitude, similarly to Basic Weather. Does not work in METAR mode.
* ''aloft interpolated'' allows to specify through the ''Wind Configuration'' dialog how aloft winds change with altitude, similarly to Basic Weather. Does not work in METAR mode.
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''Generate thermals'' should be clear. It depends on having ''Terrain effects'' enabled, and the size and intensity of these thermals can be set with the ''Convective conditions'' slider: ''rough'' makes them very localized and entering them will give you a good shake, while ''low'' makes them larger, with less lift and little to no turbulence while entering them.
''Generate thermals'' should be clear. It depends on having ''Terrain effects'' enabled, and the size and intensity of these thermals can be set with the ''Convective conditions'' slider: ''rough'' makes them very localized and entering them will give you a good shake, while ''low'' makes them larger, with less lift and little to no turbulence while entering them.


''Ground haze'', ''Air pollution'' and ''Fog properties'' work as you move them, so we'll let you find out what they do. Be advised that you'll get the best from them if you're not in [[Project Rembrandt|Rembrandt mode]] and with [[Atmospheric light scattering]] enabled.
''Ground haze'', ''Air pollution'' and ''Fog properties'' work as you move them, so we'll let you find out what they do. However, they work only when not in [[Project Rembrandt|Rembrandt mode]] and with [[Atmospheric light scattering]] enabled.


''Max visibility'' is there to prevent that AW sets a too high visibility that could kill your framerate. Preventing a dangerously high visibility is also why you need to check ''Realistic visibility'' to get a few more kilometers, but it's still on the conservative side. More on visibility [[#Visibility, cloud distance and performance|below]].
''Max visibility'' is there to prevent that AW sets a too high visibility that could kill your framerate. Preventing a dangerously high visibility is also why you need to check ''Realistic visibility'' to get a few more kilometers, but it's still on the conservative side. More on visibility [[#Visibility, cloud distance and performance|below]].
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For both these reasons you might be unsatisfied with the visibility you're presented with in AW. If ''realistic visibility'' is not enough for you, you can "artificially" increase it by using ''Manual input'' and specifying it in statute miles. This way you can bypass the limit of the 9999 meters, and the atmosphere condition is adjusted accordingly and stays coherent.
For both these reasons you might be unsatisfied with the visibility you're presented with in AW. If ''realistic visibility'' is not enough for you, you can "artificially" increase it by using ''Manual input'' and specifying it in statute miles. This way you can bypass the limit of the 9999 meters, and the atmosphere condition is adjusted accordingly and stays coherent.


The same partially applies also to how far clouds are drawn. The system is designed to draw them as far as 80 km (at least in AW), but that would easily kill the framerate of most machines. So, the slider in the ''Rendering options'' dialog is limited to 45 km. You can set it to higher values (max 80 km) by opening the property browser and editing <tt>/sim/rendering/cloud-visibility-range</tt>. In the same directory there are also cloud LOD setting ranges. Be aware that they currently mutilate faint clouds, so in order to get nice clouds, you need to render full-detail out to 75 km.
The same partially applies also to how far clouds are drawn. The system is designed to draw them as far as 80 km (at least in AW), but that would easily kill the framerate of most machines. So, the slider in the ''Rendering options'' dialog is limited to 45 km. You can set it to higher values (max 80 km) by opening the property browser and editing <tt>/sim/rendering/cloud-visibility-range</tt>. In FG 3.2, though, new rendering techniques ("impostors") will allow for larger limits.


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