Air is the medium both travel in. They should remain aligned with the medium, the smoke is being aligned instead to a fixed point in space, rather than a point in the moving medium.
Nate
I've wanted this for some time. I remember a disabled chap also asking for this feature too, it was the only way he could use the sim (he was quadriplegic). I did ask for it to be looked at, but alas heard nothing.
Nate
I'd guess that each pulse signal could be modulated in such a way to keep it distinct, or even have encoded data in it. When returned it would be identifiable.
In fact I can't see how it would work without something like this.
Nate
Nope, 1.5 doesn't work, it seems VMware does not support DX11 yet - Hyper-V is the way to proceed I think.
EDIT:- Isn't Hyper-V part of Win-8/10 now? Could someone give it a go?
Nate
You could try Hyper-V server 2012R2?
EDIT:- Disregard - I note no GPU in the server. I might test 1.5 in a VMware VM using server 2012 R2 or 2016 - I had 1.2 working no problem.
Nate
I agree - but it satisfies "Dynamic shadowing of the terrain and mountains" as is. I am not for one second saying that Shadow/Ray Casting won't return however.
Nate
That's correct, there is no shadows being cast onto secondary surfaces (i.e. self shadowing) in the example above. The Current Difference between the Black Sea Map and Nevada, is that the Shadowing that is drawn on the terrain is now Dynamic over time.
Nate
Here's a better example of the dynamic shadowing we have now.
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BTW The shadow casting onto secondary surfaces was never real-time, as the above is. This may change if it does get implemented.
Nate
The Definition of "Dynamic" means it changes with time. It is not baked, it is calculated in real-time. That said, the casting of shadow onto secondary surfaces is not present in the above, but the shadows seen are indeed dynamic and not baked.
Nate
The Shadowing of the terrain is indeed dynamic as stated, however the casting of shadows seems absent at present. This also may be an artistic decision, I don't know.
Nate