
HISTORICAL CONTEXT
Before I talk about the new technology
I would like to have a brief moment to discuss
the historical context which influences
our design processes and approach to Flight
Environment X. Many of the readers of this
article will be familiar with Flight Environment
for FS9, for those that are not I will explain
what FE did. FE was a texture replacement
for FS9 supplying many new variations of
clouds, water and skies in higher resolution
than the defaults, transforming the look
of the world dramatically. FE enabled users
to make selections of their favorite clouds
textures, water textures and sky textures,
all of which could be combined to make a
‘theme’ and all through an easy
to use interface.
Many themes were supplied with FE pre-selected,
allowing users to just simply scroll amongst
the many designs and try them out.
FE also provided the ability to randomize
options, to create a theme or to even randomize
amongst the themes already defined, again
through a user interface.
This format proved popular and FE was what
we could consider a success with its users,
it was the definitive texture package for
FS9.
OUR USERS
During the lifecycle of Flight Environment
for FS9 a number of conclusions were reached
via feedback from users, the most important
one being that everyone used FE in different
ways; some clicked to randomize texture
selections before each flight. Some scrolled
through the many options and selected something
they liked then stuck with it and others
spent many hours trying different combinations.
This led us to a whole new way of thinking
about how textures selections could be made.
With Ground Environment Pro, this concept
was touched upon. Ground Environment Pro
allowed colorization of tiles and the environment
based on weather conditions. This worked
very well and was again well received in
the FS community.
In considering users we must also consider
how people use Flight Simulator; some like
Peter strive for absolute realism where
possible. He flies primarily airliners to
detailed flight plans and takes enormous
pleasure ‘flying to the numbers’.
I on the other hand tend to prefer nothing
more than flying a Spitfire or Extra 300S
inverted at 0 feet, if I see a bridge in
FSX I have to fly under it. These are all
things which of course in real life I can’t
do and expect to keep my license and liberty.
My own use as I am sure most can relate
to is often according to my mood, sometimes
I like to sit high in the cockpit on auto-pilot
and just watch the beautifully rendered
world go by whilst drinking a coffee, or
other times I will fly approaches in IMC
to minima following the real world approach
plate.

The same principal is true of how I want
Flight Simulator to look and feel; sometimes
I enjoy the clear blue skies with unlimited
visibility when outside it is rainy and
grey. Sometimes I like to see an amazingly
vivid sunset, or crystal clear oceans that
I just don’t see in the real world.
Imagination and mood has a lot to do with
how I use flight simulator and it is clearly
also true for many other simmers. People
want different things all the time, it is
variation which captures our imagination
and allows us to immerse ourselves in our
hobby.
One other point to make recognition of
is that our users have many different hardware
capabilities with many using different settings,
such as “low water x2” or 3D
clouds at 50% and so forth. Flight Simulator
copes with this by providing generic textures
that work well regardless of settings, this
point is important for what I will say later.
So how is all this the relevant to your
technology? I hear you cry.
I will explain more shortly, however the
examples I am giving are to reassure you
the reader (and potential customer!) that
we have been thorough from the beginning.
Starting a massively ambitious project such
as ours we needed to be clear from the start
what we wanted to achieve. To that end many
days of research and proofs of concept where
tried and tested, professionals were consulted
and endless informative discussions took
place to build a picture of what we could
achieve.
THE REAL WORLD ENVIRONMENT
The real world environment is as diverse
as it is rich; however it does operate to
a given set of rules dictated by nature,
let’s ask some questions of it:
- Why is water greener on warmer
days?
- How about weather effects
such as an inversion layer?
- What governs the height of
the waves?
- Why is water clearer some
days more than others?
- Why is the sky blue and what
color blue is it?
- Why is the horizon looking
towards the sun direction a different
color to the opposite horizon?
- Why during the midday flying
across the Arabian deserts is the air
so thick with yellow dust you are in IFR
conditions?
The phrase “limitations of flight
simulator” is heavily used in the
Flight Simulation world, human beings are
similarly limited, we CAN NOT fly.. at least
till the Wright brothers overcame that limitation
of our physical nature and invented the
airplane. Microsoft has delivered a powerful
simulation that does everything very well
indeed! For the most part it renders airplanes
beautifully, it has weather that no body
is going to think is horrible and textures
which work for mostly everyone. Furthermore
they have built a platform on which we can
build. The key point I am crawling towards
is that using the term limitations has promoted
a mindset that says “we can’t
do this because..”. Keeping within
all reasonable bounds we have found that
that is simply not true for the most part.
It may not be easy to overcome a problem
but it can be overcome and Microsoft have
done all they can to make the task as easy
as possible.
With that said, lets ask some questions
of the way the environment is represented
in FSX:
- What if the environment could
be more real and fluid just like the real
world?
- Why is everyday just like
the last in terms of sky color?
- Why are the sunsets so vivid
on a clear sky day with little pollution?
- Why does flight simulator
depict different conditions in my area
to what I can see when I look out from
my window?
The answer to all of these is of course
down to textures, arriving back to the generic
implementation which works for everybody.
TALKING TEXTURES
It was clear, that changing the texture
sets each time to represent a particular
situation was just not practical to achieve,
as it would require so many variations that
the file sizes alone would be prohibitive
and users would be overwhelmed with sheer
quantity of variation.
Therefore we looked at textures themselves,
how are textures made, each variation is
trying to represent a particular set of
conditions in an artistic fashion.
Now for some answers, textures are an artistic
interpretation of how something looks to
the human eye, textures are not particularly
scientific and they have to follow some
rules in terms of the size of the texture
and the fact that each texture has to be
able to tile convincingly. Additionally
textures have to work well regardless of
the user’s video card settings or
FSX settings. In other words they are fairly
generic, designed to work well in as many
situations as possible.
So can something be done at this level
in a logical and scientific manner to add
realistic or surrealistic degrees of variation
according to real world conditions?
WEATHER ENGINE
There is a clear and direct relationship
between a ‘weather engine’ and
graphical depiction of that weather within
the flight simulator. So lets look at a
weather engine, a weather engine primarily
reads METAR and TAF files to derive information
from which it can use to supply the simulator
with enhanced accuracy of weather, it tells
the simulator what the wind conditions are,
the pressure and the temperature. A weather
engine can also do more, such as specify
visibility and instruct the simulator to
depict more layers of cloud and so forth.
The graphical depiction of weather inside
the simulator is handled by a texture package,
changing the look of the textures to something
more realistic in appearance with greater
detail.
If you bring the two elements together,
the weather engine and the texture package,
you can make a fairly convincing depiction
of weather as history has shown. However,
the weather is just a subset of what makes
the real world environment look the way
it does, there are many more factors about
which no information can be taken from METARS
and TAFS. For this we have to look for additional
information from other sources.
OUR SOLUTION
Our solution is about delivering those
capabilities, bringing together professional
artwork with scientific technology to create
an Environment Simulator.
With our technology we can:
- Collect information from
known environmental factors in the real
world and using that information derive
variables to represent as true to life
in game as possible.
- Change the plankton level
of the myriad of oceans around the world
according to temperature and season.
- Apply horizon effects that
you see in the real world, including weather
conditions such as an inversion layer.
- Change the world lighting
giving greater depth perception to the
water.
- Alter the water clarity and
wave height based on realistic conditions
- Color the sky according to
moisture content.
- Influence ALL ground textures
according to lighting conditions.
- Apply entirely new lighting
effects as seen in the real world, with
the azimuth of the sun being properly
represented in the sky.
- Effect sunsets and sunrises
due to environmental conditions.
- Model regional air mass qualities
and movements, for example during the
summer months North East USA suffers from
the China pollution haze brought in the
trade winds. Over Western Europe, the
Azores high air mass moves northwards
crossing the ocean and southern Europe
bringing dust particles to the shores
of England and France.
- Apply texture modifications
according to your FSX and graphic card
settings, such as for shader 1 and 2.
No more generic textures!
- Depict winds accurately inside
FSX, including winds aloft and smoothing
between stations.
- Increase weather layers to
more closely represent real world conditions.
- Smooth visibility from horizon
to sky.
- Simulate and represent pollution
based on the real world.
All the above is just a subset of the possibilities
we are building, there are many more plans
which have progressed from proof of concept
and are on the development plan.
FLEXIBILITY
Referring back to my previous paragraphs
about our users, with our users in mind
we have taken some decisions as to how our
technology can be presented to our myriad
of users.
To begin with, flexibility was an absolute
set in stone requirement of our software
design process. Therefore we have built
a solution that will allow users to quickly
fire up Flight Environment X and achieve
exactly what they want with the least amount
of fuss. We always keep in mind that our
software and technology, whilst incredibly
exciting to us is just a means to an end
for a user, the end being that they can
quickly jump into a plane to experience
a new environment.
Flight Environment X implements the same
proven format as the previous version; you
can still select different clouds, water,
skies adding airport textures to this mix
along with international markings variations.
You can still randomly select themes and
launch into a new experience each time.
You can still create new themes from existing
sets. However we go much further this time,
delve deeper and the power and innovation
become apparent.
With the technology we have created we
could hide this all away make intelligent
decisions in the code and just tell you
it is doing it, however we decided that
was the wrong approach. We expose all of
it to you the user in a powerful user interface
which is fully demonstrable and will appeal
particularly to the artistically inclined
to create whole new looks. You don’t
have even have to be an artist, you have
a perception of what color the sky is for
example or a perception of how water looks
at altitude in your local region. We give
you the power to adjust just about everything,
from the way the water color deepens to
the tone of color it deepens to from the
shallows to the deep ocean. You can easily
with a couple of mouse clicks apply a different
wave pattern to a different coral pattern
to a different swell, adjusting the intensity
of each and pick exactly the colors you
desire.
The effects of the environment simulator
are also adjustable; if you want subtlety
or dramatic effects then it is easily configurable.
Make no mistake, the range of variation
is astronomical, to give you an idea there
would be more than 100,000,000 water variations
alone, and there is NO definitive set, as
everyone perceives things different, what
we are delivering is the ability to achieve
exactly what you perceive to be the most
visually rewarding.
Furthermore when you are done achieving
something special you can click a button
to save the theme, and publish it to the
FS community from within our application,
even showing screenshots of how it appears
in game, all collected dynamically.
In turn you can benefit from the creative
talent of other users within the community,
viewing the themes others have created along
with their screenshots and in a matter of
seconds you can download their theme with
one click and experience it in game yourself.
COMMUNITY
In a departure from the previous version
we recognized several characteristics of
the sim community as I alluded to earlier
in this article. One of which was the creativity
and sense of community. We thought of ways
we could make it as easy for our users as
possible to take advantage of this.
Therefore Flight Environment X includes
a fully dynamic user interface which can
display news, product patches and most importantly
facilitate users getting their creative
efforts recognized. Lots of plans are in
place to make this aspect of Flight Simulator
X a rewarding and exciting prospect for
our users.
HOW DOES IT ALL LOOK IN FSX?

Simply amazing is all I can say. The effects
we can produce mean I can look outside my
window or go flying in the real world then
fire up FSX and see a picture as close to
the way it was in the real world that it
is uncanny. Alternatively, I can select
a dramatic set of textures and the whole
experience is changed. With Peter and Roberts
stunning highly detailed clouds, water and
skies, all influenced by the Environment
Simulator the immersive-ness factor, if
it could be measured, is increased tenfold.
Peter and Robert can spend hours talking
about the subtleties of art, and they both
have far more abler pens than my own in
this respect so I will leave it to them
to talk more about the artwork in another
article.
NOTE FOR DEVELOPERS
Xenvision technology is built upon a powerful
set of API’s and web-services called
the X-Engine, this allows us to interface
and deliver our technology to other third
party developers to enhance their own products
and to provide us with the ability to implement
a long term vision of products. In future
a full SDK will become available to ease
this process.
CONCLUSION
Hopefully from reading this article I have
given you an insight into what we are achieving
with Flight Environment X, however I understand
it will leave many questions unanswered.
More information will become available over
the course of the following weeks although
at this stage I am sure you can appreciate
we can not reveal too much information too
soon.
The technology this article discusses is
about all the things we can do right now,
there is however a lot more we want to do
and are working to achieve. The technology
is there to exploit, and as we continue
to learn more about how to model an environment
we will continually grow the product capabilities.
Flight Environment X is a major step forward
from Flight Environment for FS9, whole new
principals have been devised and the technology
is in place and growing to meet our longer
term vision, which is one we hope that you
guys will share also.
Let me in conclusion also let you in on
our philosophy, when you install Flight
Environment X and take your first flight
if you don’t fall off your chair then
I am tempted to say you can have your money
back because then we have failed!
Chris Norris