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Precipitation looks pretty good. It takes a little tweaking of the specular textures to get it looking right, but it's workable.
HOWEVER, I hate to say it but I must take back what I said about having each layer one on top of the other. At first glance, I thought everything was layered at the same height, however further investigation in to my mile-high ground poly revealed that certain layers were apparently offset by several centimeters in the sim, even though they weren't in Max or in MCX. Nevertheless, it was small enough that I didn't notice it until I actually looked for it, and the height between layers can be tweaked by raising or lowering the surface within 3DS Max so that in the sim they are flat. Of course, this has proven to be time consuming, and if the layers are too close (within one or two centimeters) then the flickering returns, but there seems to be a "sweet spot" where the height difference in negligible and flickering goes away (or at the very least, if there is any, it isn't noticeable). Something must have been changed with how P3D handles 3D faces being so close together, because I remember trying this in FSX some time ago and anything less than about a 10 cm offset produced unbearable flickering, while P3D can apparently handle a much, MUCH smaller offset.
My recommendation is that if you try it, avoid using anything below z-bias level 12. I figured out after some trial and error that anything less than that can give the elevation problem I showed above. Also note that higher z-bias levels will offset your poly by a few centimeters, so you'll need to adjust accordingly. The good news is once you get everything tweaked properly, it doesn't cause any major problems (not in P3D anyway. FSX may be a different story) aside from minor lighting issues that I have yet to tackle. I'll share more on that when I get to them. Either way, definitely try it. The results are well worth it.


I've been using MCX to place all of the scenery so far. I'm not sure what process it uses to do this, though I assume it probably uses an xml to place the models then converts them to a bgl. Either way, I don't think there's an inherent issue with the Earth's curvature on the edges of the polygons, rather it seems to be the result of how the engine renders them.


Be careful what z-bias levels you use. Just as in MCX you must use every fourth layer for ground polys, you need to do the same for ground polys placed as standard bgl's. In my case, I have the taxiway surface on z-bias 12, the runways on z-bias 16, markings on 20 and 24, etc. Using the intermediate layers can introduce additional draw issues.
Regarding the height issues, oddly I discovered that only z-bias 8 caused the ground poly to float a mile in the sky. I'm not sure why that happened, but what I do know is that when I moved everything up by another 4 levels, I didn't have this problem, and things were only offset by several centimeters rather than several kilometers. I would say you can try using z-bias 8 or maybe even level 4, as this may have been an isolated issue caused by something wrong with my model. Then again, it might be an underlying issue with the engine, but I haven't felt the need to find out for certain.
Near as I can tell, each additional z-bias level you use offsets surfaces by between 1 and 2 centimeters, however I haven't measured it exactly. This means that since you need to use every fourth layer, each z-bias level you add to your ground poly will result in an offset of anywhere between 4 and 8 centimeters. You can finagle P3D into displaying it correctly by manually lowering the surface by the same amount as the offset, however note that you must do this for each surface on every layer, and the amount of correction needed will vary by layer. As a result, it takes some trial and error. Lower a surface in Max, export to MCX, convert for P3D and load it in the sim, then rinse and repeat until it works right. I will reiterate that you will still need a minor offset for each layer, otherwise you will get severe flickering up close, and even far away, you will still get really bad flickering unless each layer is a few cm apart. That in mind, this method certainly isn't perfect, as you will probably still see flickering depending on your view distance/angle, but you can minimize it by messing around with LODs or by changing offsets if it's bad enough. Luckily, P3D seems to handle coplanar surfaces far better than FSX does, so you can put them closer together and still have flickering that is only noticeable if you are actively looking for it.
For my ground layers, I had to lower them by only a few centimeters to get them looking better. My base layer is set at zero (I did not have to lower it as the only thing under it is the terrain), the next was lowered (I think) by about 3 cm, the next one by 5 or 6, etc, and they show up well enough in the simulator, though it isn't perfect, but spending some time tweaking it can help get it looking as good as FS2002 polys. But again, that's what I found worked for me. It's possible that depending on your scenery's location, you may have to use different values, you will absolutely need to put some time into each layer to get it looking good, and while it will not be quite on par with FS2002 polys when it comes to everything actually being flat on the ground (I suggested on the Lockheed forums that they add native P3D ground polys to their to-do list. Really hope one of their developers takes notice and goes to bat for it to be in one of the next SDK releases), but it still looks very nice despite the obvious shortcomings, I would say nice enough that it warrants overlooking the much maligned "sinking wheels" issue with early FSX sceneries.


