> I was talking about the 16km value (sorry for not being more clear about  
> that)  and see below for the huge value.

Let me get this straight. You state that the 16 km are a pretty sane value. The 
proposal being discussed is to load terrain to 20 km no matter what the 
visibility is. Vivian has concerns about memory on 32bit systems. I have test 
data showing that I can do 250 km visibility on a 32bit system and 50 km with 
trees and buildings and custom scenery. 

So as far as the topic of the discussion is concerned (which up to this point 
had nothing to do with what visibility Advanced Weather may or may not set) - 
can we agree that 20 km (or 16 km) of terrain loaded no matter the visibility 
is a sane value even for a 32 bit system? Or do you have different test data? 


This

> There's no warning/statement about what that selection implies, nowhere.
> The average user doesn't know what that will do to his system, or how it  
> will  change behaviour of other parts, that seem unrelated, nor has he 
> control  
> over a simple thing that might improve his experience, while enjoying both  
> high detail scenery+objects and advanced weather.

has nothing to do with the question discussed (which is how much terrain we 
load when the visibility is small). It is a quite different issue which you 
bring here for no discernable reason whatsoever (the thread title is 'low 
visibility issues' and you're suddenly switching to high values...).

Your statement as made above is pure hypocrisy.

1) There is zero warning given what increasing the visibility with z might 
imply (I just tried that to be sure). If you're concerned about the correlation 
between memory usage and visibility, you should not care how the large 
visibility is obtained, you should warn whenever this happens.

2) Last time I checked, there was no warning given that the IAR-80 uses a large 
chunk of memory. If you are genuinely concerned about users filling up their 
memory, why don't you start here?

3) In order for Advanced Weather to reach the really large visibilities, you 
actually need to check a box labelled 'Realistic Visibility' This may also 
provide a hint that we're not doing rendering for a 3d shooter where fog is a 
device to hide the edge of the scene, but that visibility is an essential and 
very relevant property for the environment we're trying to simulate - it makes 
the difference between IFR, hard VFR and easy VFR. Even leaving this argument 
aside, I would argue that a user who has a) set LOD bare to a high value and b) 
checked this box can be assumed to have the intention to render a high 
visibility. 

4) I actually brought up the very same issue on this list - the correlation 
between memory, choosing highly detailed options and getting a large visibility 
delivered. There was a discussion and a decision was made to attach the warning 
to the random buildings options, not to Advanced Weather and to try to decrease 
memory usage of buildings. Strangely enough, things didn't bother you then. I 
wonder what's the use of me bringing up points for discussion if havign 
discussed it doesn't mean that it's settled.



> Sorry, but for me, forcing your usage-pattern on the user just because  
> you think you know better what he wants is bad_design by definition.

Advanced Weather specifies the visibility as a 4-dimensional field 
vis(x,y,z,t), i.e. it changes laterally, vertically and in time. In addition, 
Advanced Weather knows the correlation of weather phenomena and visibility - it 
knows that rain implies low visibility, it knows that visibility deteriorates 
when entering a cloudbase, it knows that visibility stays poor in a warm sector 
pretty high up and similar things. Basic Weather does not know these things, 
it's purely descriptive and has no concept what the weather is.

You can either micromanage visibility as Basic Weather does and give up on all 
these details, or you can hand control to the simulation. There is no GUI you 
could fill in less than 30 minutes which gives you a visibility model as 
detailed as what Advanced Weather runs. If you see visibility as 'just a device 
to hide the edge of the scene' rather than an important property of the 
environment we're simulating, my advice is simply not to use Advanced Weather. 

What you're asking for is equivalent to 'Can't I just _set_ the airplane 
velocity to any value I like without the FDM computing it? I want more direct 
control.' Doesn't make any sense, sorry, if you don't like using FDMs, use the 
ufo. Trying to dumb down an FDM because you want direct control over the 
airspeed is not the way to go, and trying to dumb down the environment 
simulation because you want to micro-manage visibility is not the way to do, 
sorry.

Please note that this will be my only response to this topic, because a) it has 
already been discussed and b) it's not related to the discussion of the thread.

* Thorsten
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