dali Posted February 4, 2017 Posted February 4, 2017 I hope this is going to be changed soon, now they are totally unrealistic in terms of when they appear > currently it does with even sightliest alpha angle change...
shagrat Posted February 4, 2017 Posted February 4, 2017 Depends on humidity, also... Like IRL. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
razo+r Posted February 4, 2017 Posted February 4, 2017 they are bugged, as the devs pointed out, and they are looking into that
Ala12Rv-watermanpc Posted February 4, 2017 Posted February 4, 2017 Also, another thing I hate about how they work now is that they are very scripted, I mean, both trails are identical, have identical lenght, appear exactly at the same time and disappear the same way, they are always very short (never change their lenght), they are always present the same time before fading and as I said in my other wish thread, for some reason, AI planes and other players planes in MP lack wingtips trails...definitely they can be improved a lot. Take a look at my MODS here
Torso Posted February 5, 2017 Posted February 5, 2017 Depends on humidity, also... Like IRL. Nothing about the wing vortices is like IRL currently. This is fact. You know it.
shagrat Posted February 5, 2017 Posted February 5, 2017 Nothing about the wing vortices is like IRL currently. This is fact. You know it. I didn't know... Seems they are bugged since last update in 2.0.5. I did know they were computed from factors like speed, G-Force, AoA and humidity in the prior version. Answer to the OP wanted to point out that they are not related solely to the AoA... other factors influence them as well. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
dali Posted February 5, 2017 Author Posted February 5, 2017 it was the same in previous versions. I know something about aerodynamics too :)
Torso Posted February 5, 2017 Posted February 5, 2017 I didn't know... Seems they are bugged since last update in 2.0.5. I did know they were computed from factors like speed, G-Force, AoA and humidity in the prior version. Answer to the OP wanted to point out that they are not related solely to the AoA... other factors influence them as well. Actually they have been 'bugged' for a long long time, maybe forever actually(I have not done the research to state that as fact), in all versions of DCS, 1.5-2.0 and while all these factors may be be computed, the game engine is designed to throw all that out and just say 'display wing vortices', and then all it is is a loop animation with almost 0 variety or change regardless of any of the supposed 'computed values' changing AND regardless of the plane type or wing shape in fact I believe. Though I have not conducted a full study if each plane is assigned it's own vortices. Nor will I. Not my job. It is not a hard thing to check out as they appear even when taxiing planes often. I am not sure how one could not notice them actually. Heck the Screenshot thread is full of pics showing them. It is just obvious that 'dynamic' wing vapor and wing vortices are a no-go in the DCS engine currently. Maybe they will be possible in a future iteration Or they could be created in current but just not a focus of the team and prefer to ignore it for now. It is too bad for both regardless, especially wing vapor. I mean, will we ever see the awesome look from in-cockpit of your plane breakin the sound barrier. :cry:
rrohde Posted February 5, 2017 Posted February 5, 2017 Didn't ED say they were looking into an effects overhaul for 2.5 or thereafter? I am certain that these - and many other FX issues, will be addressed in due time. PC: AMD Ryzen 9 5950X | MSI Suprim GeForce 3090 TI | ASUS Prime X570-P | 128GB DDR4 3600 RAM | 2TB Samsung 870 EVO SSD | Win10 Pro 64bit Gear: HP Reverb G2 | JetPad FSE | VKB Gunfighter Pro Mk.III w/ MCG Ultimate VKBcontrollers.com
shagrat Posted February 5, 2017 Posted February 5, 2017 Actually they have been 'bugged' for a long long time, maybe forever actually(I have not done the research to state that as fact), in all versions of DCS, 1.5-2.0 and while all these factors may be be computed, the game engine is designed to throw all that out and just say 'display wing vortices', and then all it is is a loop animation with almost 0 variety or change regardless of any of the supposed 'computed values' changing AND regardless of the plane type or wing shape in fact I believe. Though I have not conducted a full study if each plane is assigned it's own vortices. Nor will I. Not my job. It is not a hard thing to check out as they appear even when taxiing planes often. I am not sure how one could not notice them actually. Heck the Screenshot thread is full of pics showing them. It is just obvious that 'dynamic' wing vapor and wing vortices are a no-go in the DCS engine currently. Maybe they will be possible in a future iteration Or they could be created in current but just not a focus of the team and prefer to ignore it for now. It is too bad for both regardless, especially wing vapor. I mean, will we ever see the awesome look from in-cockpit of your plane breakin the sound barrier. :cry: May I asked how you come to that conclusion? You have access to the DCS source Code? Or do you just make assumptions? Edit - that is in reference how wing vortices are computed internally. The fact they are currently bugged is agreed. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
Torso Posted February 5, 2017 Posted February 5, 2017 May I asked how you come to that conclusion? You have access to the DCS source Code? Or do you just make assumptions? Edit - that is in reference how wing vortices are computed internally. The fact they are currently bugged is agreed. Oh all my comments are based on observation and 1st person experience along with the supported opinions of other users. Also based with my own exp in the industry and I again did not say such things are not possible nor that they are not taking place in the engine. However what we see as users does appear to belie that these computations are translating to real dynamic output in terms of volumetric rendering. This does appear to be a safe assertion to make based on the evidence. I do see that my statement in the comment "the game engine is designed to throw all that out and just say 'display wing vortices'." Was poorly worded and in fact I should not say it is 'designed to throw it out' So I retract that certainly. It just appears that that is what it is doing currently and has been for a very very long time from a user perspective. Again, the opposite of love is not hate, it is indifference. I say something because I care. :smilewink: 1
Buzzles Posted February 5, 2017 Posted February 5, 2017 I mean, will we ever see the awesome look from in-cockpit of your plane breakin the sound barrier. :cry: Just to point out, you won't necessary see any vortexes or wing vapour due to breaking the sound barrier. There's more than just the speed of the aircraft and the pressure wave at play for them to appear. Quite often, they're actually present in the transonic range *before* breaking said barrier. Fancy trying Star Citizen? Click here!
Torso Posted February 5, 2017 Posted February 5, 2017 (edited) Just to point out, you won't necessary see any vortexes or wing vapour due to breaking the sound barrier. There's more than just the speed of the aircraft and the pressure wave at play for them to appear. Quite often, they're actually present in the transonic range *before* breaking said barrier. I understand other factors are at play in producing them and atmospheric conditions play a large role in that equation as well obviously. The fact that wing vapor in any fashion does not exist at all is kind of surprising given the age of DCS, but then again it is not. We know focus is not always on the DCS product we enjoy and some is on ones we will never enjoy. Edited February 5, 2017 by Torso
shagrat Posted February 6, 2017 Posted February 6, 2017 (...) It just appears that that is what it is doing currently and has been for a very very long time from a user perspective. Again, the opposite of love is not hate, it is indifference. I say something because I care. :smilewink: Yep, agreed. It gets worse since quite a while, but it isn't surprising, as especially Nevada is tweaked and enhanced regularly, given its alpha state. I remember the new wingtip vortices when they were introduced were pretty good after a little tweaking, since then ED is working on integrating and enhancing the new engine. As we all know they work hard to get the merge into 2.5 and lots of little things get pushed back on the priority list for good reasons. As mentioned a while ago we seem to get new DX 10/11 shaders for the lighting and other rendering effects. I am guessing now, but it would make sense if they wait for these new effects being introduced... There was also a mentioning of over wing vapor quite a while ago. So if we are lucky, they not only fix the current issues, but manage to build a complete effects set. We will see... Currently we should hope the merge into 2.5 happens smooth and quickly. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
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