Clouds right now have problems with FPS and Hitech is coding a new cloud function that his testing shows has removed much of the FPS issues. Large fronts may be a reality soon. As for cloud base, his rule is 2000ft AGL at the moment.
Building realistic terrains, I suspect most of this audience has never tried from their comments. And my first terrain bowlma, has large cloud systems, and everyone fought in the air at first like I designed the terrain to encourage for it's first two rotations. Then gradually the
"not loosing" sickness came back and the normal flying above 15k in a hoard to a furball 19 miles away took over. I filled that terrain with minimum distance airfields to promote quick action, what do many do now, circle up over 12k before taking the quick 19 miles hop to furball. In response, everyone crawled back into field guns and wirbles instead of be a group's kill toy for the evening. Yep, no one fights in the air anymore for some reason. How do I know what happened with my terrain, I had a vested interest in keeping an eye on how it was being used to see what worked and what didn't, by watching it being used. Not listening to opinions in these forums.
There are two primary limitations to creating anything realistic looking in the terrain editor, minimum polygon size controlling how detailed you can create topo features, and time investment to create the features you are able to once you understand the first limitation. This can become a mind numbing and daunting task unless you streamline your creation processes. At some point with any terrain in any game, some poor dumb sunufabatch has to sit down with it and go nutz one tool stroke at a time. Or it won't fool your brain into thinking it looks like something other than a fast import that was robo produced. Buzzsaw anyone, funny how I recreated it's core heightmap raw file with a spiral gradient while learning to create the heightmap file for my new terrain.
Below, results of a week of mind numbing process refining, you can see the polygon limitations in the color blending and some of the runoff canyons. The skill is in using those limitations. This is only a small window of much more work on this island. I'm attempting to emulate Pacific volcanic island mountain ranges after reviewing topo maps of the Solomons and Oceania region. I cheated to solve an issue the strats created for placement by looking at Tepui from South America. Please show me your emulations, I like looking at other terrains to see how the creator worked with the same limitations I'm limited by. I might learn something to speed up my process.