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Posted

Does this means that "humidity" will now be a weather variable inside the mission editor?...otherwise, how will this be humidity dependant?, and if wingtips vortices are right now also humidity dependant, how is this simulated if there is no control for it?...the only way to make them change I found is by setting a full overcast, because then, they are pretty much constantly appearing but couldn't find any "setting" for humidity.

 

Anyway, that lex vortex looks great, can't wait for some more pics.

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Posted
Does this means that "humidity" will now be a weather variable inside the mission editor?...otherwise, how will this be humidity dependant?, and if wingtips vortices are right now also humidity dependant, how is this simulated if there is no control for it?...the only way to make them change I found is by setting a full overcast, because then, they are pretty much constantly appearing but couldn't find any "setting" for humidity.

 

Anyway, that lex vortex looks great, can't wait for some more pics.

 

I am not sure humidity should be its own tweakable option, but it should be something that is displayed based on weather conditions set in the ME. I am sure more info will come, its possible its there already, we just dont get any output info on it...

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Posted

I foresee a lot of rainy humid missions on MP servers once the canopy drops and vapour modeling is implemented...

 

 

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Posted
I am not sure humidity should be its own tweakable option, but it should be something that is displayed based on weather conditions set in the ME. I am sure more info will come, its possible its there already, we just dont get any output info on it...

 

Humidity in DCS will vary depending on the weather. If it's raining, it will be higher etc.

 

 

Ok, thanks both...being a particle simulation, I guess the best way to implement it would be through a controllable humidity setting, that would make it extremely dynamic and "alive" (together with the temperature setting also) and would able for very fine control over how and when you will get this effect...time will say.

 

Another thing (maybe you know it Sithspawn) I wonder is, if this effect is based on the clouds system (which I guess), maybe it will be able to cast shadows over the plane's surface?

 

Anyway, glad to see this finally being worked and implemented (also looks great):thumbup:

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Posted

That particle effect looks to me somewhat too thick and too "smoky" kind with a generated point.

 

But I don't have previous experience seeing the F-18 real vapor so....

 

But with 2.5 I hope to finally see a rain effect in windshield. I want helicopters vipers to have a purpose and effect. I want to see a water pouring over cockpit to generate challenging visuals in merged situations etc.

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Posted
That particle effect looks to me somewhat too thick and too "smoky" kind with a generated point.

 

But I don't have previous experience seeing the F-18 real vapor so....

 

But with 2.5 I hope to finally see a rain effect in windshield. I want helicopters vipers to have a purpose and effect. I want to see a water pouring over cockpit to generate challenging visuals in merged situations etc.

 

 

 

Wags confirmed raindrops on canopy being in the works either here or on FB, or both.

 

 

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Posted
That particle effect looks to me somewhat too thick and too "smoky" kind with a generated point.

 

But I don't have previous experience seeing the F-18 real vapor so....

 

But with 2.5 I hope to finally see a rain effect in windshield. I want helicopters vipers to have a purpose and effect. I want to see a water pouring over cockpit to generate challenging visuals in merged situations etc.

I also believe that the LEX vapour is still WIP and will be fine tuned to how it looks IRL

 

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Posted
I also believe that the LEX vapour is still WIP and will be fine tuned to how it looks IRL

 

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In this far in development, no big and radical changes are expected. Sometimes some developers surprise and rewrite effects or even part of engines... But look at ED and partners history and it is very unlikely it will change from that much in next few years.

 

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Posted
In this far in development, no big and radical changes are expected. Sometimes some developers surprise and rewrite effects or even part of engines... But look at ED and partners history and it is very unlikely it will change from that much in next few years.

 

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No, these are very early WIP shots of this effects, it will change some.

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Posted

I for one welcome this much needed addition to dcs.

 

I especially like the fact they are varied in dimension and position

 

 

Looks great ;)

 

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Posted

What's this "too thick" talk?

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Posted

...The next Hornet teaser screenshot, I'd like to see the new vapor effects from the side, so I can see how far it extends.

Does the length and intensity of the vapor in DCS change corresponding to the correct conditions? Curious. If I missed something somewhere, my bad.

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Posted

I can't really follow the thickness-statement. The fog in the screenshot seems not to be off by much. Although, it will certainly vary with air pressure, speed and moisture content of the air.

The point is rather that in the WIP (yes, I know and understand the meaning of "work in progress") screen shot it looks like the origin is a point source, located at the fuselage where the LEX starts.

 

In the photographs however, it seems to be a line source mainly at the forward part of the leading edge of the LEX, with some distance to the fuselage at the tip (which makes sense, the airspeed where both parts touch, shoud be lowest). Then the air, flowing from the front to the back of the aircraft, forms an eddy at the LEX, that confines the low pressure region somewhat until it reaches the back of the aircraft.

 

But as already stated on multiple occasions, this is a work in progress. And from my perspective it looks very promissing already!

Thanks to ED for all the effort you people put into this sim! All seems to start coming together, nicely.

Posted
No, these are very early WIP shots of this effects, it will change some.
Don't know before we see the changes.

 

We are Already very many years behind "WIP" status of many things as many requires a new engine. But these are done on new engine instead 1.2.1 or so, so "WIP" is something that needs to be taken care of. These effects change priority can drop so much in a year that "done" status is only after 2020.

 

 

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Posted (edited)
What's this "too thick" talk?
Yes... Thank you providing proof that in current version it looks too thick and artificial.

 

More smoothness to it, more "buffy" and changing contrast and shade to match and it would be better.

 

It is too pointed sourced like a hole in from where a particles exists. That is the thing as I see it from the 3D modeling point of view instead naturally appearing.

 

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Edited by Fri13

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