Author Topic: Pillars of God!?  (Read 4996 times)

smpetty

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Pillars of God!?
« on: August 29, 2013, 09:27:01 PM »
Does anyone know what these are?  I occasionally get these in FSX and P3D when flying in the Misty Moorings scenery areas.  These pictures are just NE of Annette Island (PAKT).  The "pillars" are animated and flow towards the sky.  I can fly through the pillars with no harm or disruption.  I'm running FTX SAK, PNW, and PFJ as well as Tongass Fjords and all Return to Misty Moorings add-ons.  I am not running ENB or SweetFX. 

















Thanks in advance!

Scott

jeff3163

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Re: Pillars of God!?
« Reply #1 on: August 29, 2013, 11:34:08 PM »
Hi Scott,  (Welcome to RTMM)
     You are flying in P3D.  It is a known issue with the ship's wakes, going up instead of across the water.  There are threads that talk about this already. 

http://forum.mistymoorings.com/index.php?topic=1224.0
http://forum.mistymoorings.com/index.php?topic=1552.msg13263#msg13263
http://forum.mistymoorings.com/index.php?topic=1376.msg12605#msg12605

     You most likely don't see it in FSX.  RTMM scenery is not designed for P3D.  ;)
« Last Edit: August 30, 2013, 12:05:43 AM by jeff3163 »

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ualani

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Re: Pillars of God!?
« Reply #2 on: August 30, 2013, 08:43:22 AM »
But...he says " I occasionally get these in FSX and P3D..."
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smpetty

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Re: Pillars of God!?
« Reply #3 on: August 30, 2013, 08:55:29 AM »
Thanks guys - I did figure it out with help from Jeff's links. I want to be clear that I was mistaken and this is a P3D issue only... it doesn't happen in FSX.

Just for other P3Ders who may run into this problem, here's what I found...
 
The problem was related to one of the AI shipping packages that I had installed from the Return to Misty Moorings site.  The boats shooting wakes to the stars were all using the effects file fx_wake_coastguard.fx for their wake effect.  That file has some entries that my other *_wake.fx files did not, all located under the sections [ParticleAttributes.x] where x = 0, 1, and 2 (so there were three sets of the following lines, all of which had to be changed).  These were the lines in question:
 
TempK=109.00
TempRate=0.01
 
I saw a comment somewhere where Holger Sandmann said that these lines could cause the wake to act like steam, not water, so that the wakes would rise.  So I commented them out in all three places...
 
//TempK=109.00
//TempRate=0.01
 
And it all works perfectly!
 
Thanks to all of the RTMM team for the best FSX addon... it is a joy to explore and use.
 
Scott

jeff3163

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Re: Pillars of God!?
« Reply #4 on: August 30, 2013, 11:11:40 AM »
Thanks Scott,
Thanks for posting the solution here.  I'm glad you worked it out.  Happy simming.  8)
« Last Edit: August 30, 2013, 11:19:29 AM by jeff3163 »

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RTMM_Minx

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Re: Pillars of God!?
« Reply #5 on: August 31, 2013, 02:56:12 PM »
For a moment I thought I was watching something from 'V' - the 1983 mini series  :o
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Dragnhorn

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Re: Pillars of God!?
« Reply #6 on: September 01, 2013, 01:27:57 AM »
Thanks Scott.  I just copied your info to a text file I'm saving for the day I may switch to P3D.
Rob Abernathy
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Kl791

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Re: Pillars of God!?
« Reply #7 on: September 08, 2013, 11:33:07 AM »
Hi
In the SAKAISP package the same problem should probably occur for P3D users as some of my wake files used for ships in the SAKAISP include the same parameters mentioned above. I have yesterday uploaded to Simviation and AVSIM a complete set of corrected wake files for P3D for all ships that I have done including both the ones in the AI ship traffic packages I previously uploaded to AVSIM, Flightsim and Simviation and the ships included in the SAKAISP project.
Regards
Henrik Nielsen