Everything posted by MrBitstFlyer
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I created a new method to set a realistic haze in XP12
Ah, I only have one monitor so didn't come across this. Maybe the AutoHaze window is opening but off screen. I'll have a test version for you shortly to see if I can fix this.
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I created a new method to set a realistic haze in XP12
Yes, always re-install the lua script and helper with each new release.
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I created a new method to set a realistic haze in XP12
V2.1 released. Haze is now consistent up to the BLH (Boundary Layer Height), then starts to clear. This fixes the clearance starting as soon as the aircraft leaves the ground.
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I created a new method to set a realistic haze in XP12
Thank you, glad you are enjoying it. In the next version I am correcting how quickly the haze clears. What should happen is the haze level is consistent up to the BLH (Boundary Layer Height). Once above that altitude the haze will clear. I have mistakenly started clearing the haze as soon as you leave the ground, slowly clearing it all the way to the BLH.
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I created a new method to set a realistic haze in XP12
The latest version has fixed all the issues you have read about. Place files in the scripts folder and you are done. A couple of checks you can do to stop the most common issues are... You may find your system 'blocks' the download. If this happens (you will see 'not yet queried' in the window) right click AHHelper.exe, select properties - look for an 'Unlock' check box, tick it and click ok. Add an exclusion for the scripts folder in your anti-virus. It has only been a few days since I released it so I am very thankful for all the bug reports here and on the ORG. The script is stable now so you shouldn't meet any of the bugs you have read about.
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I created a new method to set a realistic haze in XP12
Sorry about that - V2 is now uploaded!!
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I created a new method to set a realistic haze in XP12
Oops. Let me know if your pauses are solved.
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I created a new method to set a realistic haze in XP12
That looks far too local an effect for AutoHaze to be responsible. Perhaps others have seen this in X-Plane - I haven't.
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I created a new method to set a realistic haze in XP12
Version 2.0 is now available - no more pauses or window flashes!
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I created a new method to set a realistic haze in XP12
This problem fixed in the next release - no pauses or windows opening.
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I created a new method to set a realistic haze in XP12
I think I have solved this pause issue by using Python for the HTTP API calls. I'm testing it now on my PC and I see no flashes or pauses at all in XP12.
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I created a new method to set a realistic haze in XP12
Only problem is any haze won't thicken up if you above BLH altitude. I have tried a couple of ways to fix the paused but unsuccessful so far.
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I created a new method to set a realistic haze in XP12
I still don't know the answer to this - many don't see this at all! In the latest version I have a tick box allowing for separate API calls or combined - let me know if the combined option is an improvement for you.
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I created a new method to set a realistic haze in XP12
AutoHaze v1.9 is now available. This update brings some significant improvements to the atmospheric physics, and I'd like to thank @Maya2 whose expert feedback was central to the changes in this release. PHYSICS CORRECTIONS The most important change in v1.9 is the replacement of the empirical AOD-to-turbidity lookup table with a physically correct conversion based on the Koschmieder and Linke turbidity equations. The formula is scaled to account for X-Plane's own base atmospheric scattering, giving a much more accurate relationship between real-world aerosol optical depth and the rendered sky appearance. The visibility-to-turbidity curve has been updated to match, using the same underlying physics throughout. Both curves are now physically consistent with each other. The practical result is that regional variation is much more convincing. California with low AOD looks genuinely clear with distant mountains visible through light haze. The UK with moderate AOD looks appropriately hazier. The Indo-Gangetic Plain with high AOD looks dramatically hazy. This variation was not possible with the previous approach.
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I created a new method to set a realistic haze in XP12
# As you have 'Use Cams aerosol data' ticked, you may want to untick 'Fix BLH altitude' (unless you are testing). further investigation and a very helpful post from @Maya2, I would recommend everyone untick Single and Multi. I was using them mainly to tune flying into and out of haze. However, those settings do introduce some colour issues. I left them in because this script is a follow on from HazeAdjust.
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I created a new method to set a realistic haze in XP12
Thank you so much for taking the time to provide such detailed and knowledgeable feedback. This is exactly the kind of expert input that makes AutoHaze better. You are absolutely right about single_rat and multi_rat. I had experimented with auto-scaling them with turbidity but were seeing unnatural horizon colouration, which in hindsight makes complete sense given that they control the entire scattering intensity rather than aerosols alone. I have removed the auto single/multi feature entirely and left them at X-Plane's physically calibrated defaults for testing. Users of Autohaze have probably been using HazeAdjust, and that is the reason I left it in - I'll ask for feedback on this - I personally do not tick Single or multi now due to the colorization problems it introduces.. The Linke turbidity formula is a significant correction. I had built an empirical lookup table that was substantially underestimating turbidity for a given AOD. I have now replaced it with the correct formula turbidity = (AOD + 0.1) / 0.1, which gives dramatically more realistic results. An AOD of 0.1 now correctly gives turbidity 2.0 rather than the 1.11 I had before. I am also working on adjusting the visibility rendering alongside the turbidity — using the combined Koschmieder and Linke equations to derive a consistent vis-to-turbidity relationship (39/vis_km + 1) that is physically correct and consistent with the AOD formula. More on that in a future update. Thank you again. The OPAC dataset reference was particularly helpful and the direct AOD-to-turbidity conversion has simplified the code considerably.
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I created a new method to set a realistic haze in XP12
OpenWeatherMap is a backup to Visual Crossing only, so give it a go.
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I created a new method to set a realistic haze in XP12
I've been using VEPT airport in India while testing. Great to see low visibility there but improving as you climb.
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I created a new method to set a realistic haze in XP12
This is annoying because many, like me, see a very brief flash of the window during each update. Something on some systems is slow loading Power shell loading. I'll keep investigating.
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I created a new method to set a realistic haze in XP12
That's correct - something I have done hundreds of times while testing. You don't have to stop XP12 either, just re-load the script in Lua.
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I created a new method to set a realistic haze in XP12
I measure the rain that is hitting the airframe and adjusting the visibility continuously based on the rain rate. So no to your question. I would imagine this isn't doable. Haze layers are not layered through the atmosphere, so I can only simulate climbing out of and descending into the haze. Once your out you will not see haze below. I imagine trying to simulate low visibility in the distance would meet a similar restriction. Glad you are enjoying it so far.
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I created a new method to set a realistic haze in XP12
I just made a breakthrough myself. The script is only affecting haze, but I just cracked setting the visibility too, so varying visibility effects are about to get even better - especially in rain. As well as using the haze controls I can now use visibility to further increase the realism. As you enter rain, haze and visibility will vary as the rain intensity changes. Haze is also about to get even better! glad you like it!
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I created a new method to set a realistic haze in XP12
I measure the rain rate and vary the visibility as you fly through the rain - a subtle effect but I like it.
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I created a new method to set a realistic haze in XP12
Added a new version that varies the visibility based on the rain rate. As the rain rate increases and decreases, the visibility effect will increase or decrease.
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I created a new method to set a realistic haze in XP12
That would work, but I am concerned with the security implications of that approach - it may cause a lot of anti-virus issues for people - unless you know better?