This allows more variety during a flight session, increasing the overall realism. We have now quadrupled that amount to 32. Before Sky Force 3D, the simulator was limited to 8 textures linked to 3D cloud structures and representation. We have developed close to 1,600 new 3D cloud model structures, textures and cloud types simulating real-world cloud classification from uniform clouds to full and complete mature stage cloud structures. We are now able to implement soft and more robust detailed clouds structured together within the same session. We have successfully created superior cloud and weather formations containing precise definition for each cloud type. REX Simulations invested years in re-designing the entire cloud model system within FSX, FSX:Steam and Prepar3D.No ability to add certain cloud classification, such as rain shaft, wall clouds, shelf clouds etc. 5/8, 6/8 and 7/8 conditions are misrepresented. Limited thunderstorm representation and no true severity level as well as no precipitation visuals such as rain shafts. Overcast is not truly represented and containing open areas, or holes. You periodically notice upside down clouds and inaccurate cloud formations. According to real-world cloud specifications, cloud thickness is lacking on all cloud types, including position and overall representation. This also severely decreases frame rates because of this unnecessary cloud sprite system. These sprites are randomly rendered inside the simulation, causing most cloud types to be mis-represented within all weather scenarios. All of the current cloud models utilize randomly placed sprites. With the current cloud model system there are many limitations in regards to the way clouds and full weather systems are properly displayed. This system is still in use within FSX, FSX:Steam and Prepar3D. The implementation of the cloud system in Flight Simulator 2004 introduced a new way to display cloud ‘sprites’ which simulated 3D clouds.
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