Replace the atmosphere parameters with more accurate ones from ARPC

Perfect! (10 char. req.)

Great work tweaking , I like default and your two last versions if the sim could dynamically vary between those versions of Sunrises/Sunsets and including the default pink/purple it would be quite accomplished an sim !! :smiley: :grinning_face: :star_struck: :smiling_face_with_three_hearts: :+1: :+1:
Then throw in a bit of subdued sunsets and sunrises now and then, and it would just about satisfy the whole worlds expectations!! :+1:

I highly agree about Asobo would wan’t to try themselves “first” looking out for isses related to the sim..

BTW does the sim “now use” a Atmospheric-model for : LESS OF THE “Horizon through the terrain bug” ??? :astonished_face: or is that WAY DEEPER IN THE RENDERING ENGINE.. and related to the Atmopheric engine tweak that Biology discovered for us!

nah, the horizon line is an artifact of how the rendering engine works. You’ll notice it more in low sun, with lots of moisture in the air (haze/mist). They’re improving it in SU13, but tweaking of the scattering numbers etc will not change anything about the horizon line I would say.

Yup thats what I thought , “it’s a bit deeper” than this mod can accomplish to fix so far!

And that’s probably what the Asobo developer that forked the upload, wanted to check if he changes more than this Atmospheric model! What whould the happen to The SIM.. would it blow up/self destructe.. or play nice..

I must say it a SCOOP though by Biology to find this game science paper about Atmospheric models and NOW ALSO IMPLEMENTING IT!!! WOW, and also Kudos to him for also giving the Xplane competion a headsup about it! :smiley: Thats Good Karma for you sir!

i cant find the third one, and i dont understand what i should search for then? could you help? :slight_smile:

if you’ve found the first two, the third should be the next 4 bytes. (they’re in order, so 12 bytes in total).

and for anyone attempting this; PLEASE make sure you make a backup of your .exe before you start making any changes :smiley:

ah yeah, i understand now how its done, thx :wink:

Oh my, it looks so much better already. :slight_smile:
I have some color temperature correction running with ReShade, to work against the Greenish/yellow tint that MSFS has, and this helps a lot.

I think, to really get the “x-planeish” results,the strange MSFS tint also has to go. It makes a huge difference.

which values did you use?

his deault values. but i also see the green tint at a specific timeframe.
It deffo needs some tweaking.

Feels like P3D all over again with replacing sky textures
 LOL

Just to clarify, these adjustments don’t take into account latitude and other variables? Just replace the standard colour set with another set of colours (definitely more suitable for many situations)?

The way I understood it, the sim will handle latitude, aerosols etc. These numbers just change how the light breaks/scatters through the atmosphere. First post in this topic has all the info.

This is so incredibly frustrating for us MS Store users :frowning:

I really hope Asobo comes through on this one. The pics are killing me!

That’s kind of my point; afaik the current live weather model doesn’t take these things into account
.

it’s doable, i did it on the store version.
scroll up i explained it.

don’t think weather model has much to do with light at latitude. The aerosols?, sure. That said, I’ve seen plenty of fog/haze.

Maybe try mine; (0,00508 , 0,00318 , 0,0). Those are the ones I like best sofar.

The main reason that we’re not getting XP12-ish results right now is multiple scattering not being enough, which is a limitation of both Bruneton’s and Hillaire’s implementations, in fact, because of that XP12 artificially boosts multiple scattering during sunset / sunrise to compensate for it. Multiple scattering gets rid of the green tint and makes the sunsets / sunrises brighter, just like real life.

But this goes to show why it’s understandable that we might not get these changes in SU 13 or even any time soon, it started with a change of 6 parameters and now it’s clear that it will require further tuning to multiple scattering as well, which might require further tuning for other things. So I understand if Asobo hesitates to go through all of this. I only wanted to bring it to Asobo’s attention as (from what I’ve seen) the coefficients provided in Bruneton’s and Hillaire’s papers not being accurate is not known by most developers and hence they were used in most implementations as is, including MSFS and XP12.

Also to everyone, I just posted the modification to the .exe as a proof of concept to give an idea about how it would look like, I really really don’t recommend doing it as you can break your simulator and it has to be done from scratch every time the .exe changes.