MOTO Posted July 10, 2011 Posted July 10, 2011 Hello, Could "Wake Turbulance" becomes a seriouse Discuss for A-10C / BlackShark? Am asking because HOG fly slow and low... in Batterfield this Effect.. could look amazing... to see Hog over flies destroyed & burning Tanks(!) in FC2 make less sence with Fast Jets, but with HOG.. we shell have another challenging with this Effect. In modern time of Hard&Softwares; DX11 and powerful VGA; if there a way? Or is just to complex to program it, to get parameters work? If this already been discussed already feel free to delet my post. Thank you for Attentions 4 cores CPU / GTX-Card / Track iR + TM Warthog+Combat Rudder Pedal
LostOblivion Posted July 10, 2011 Posted July 10, 2011 The transition between smoke sprites and a (possibly single) vortex sprite would be the challenge. I have never seen anyone implemented this in a game so far, so I bet it's pretty hard to make and still look good. Nice plane on that gun... OS764 P930@4 MBUD3R M6GB G5870 SSDX25 CAntec1200 HTMHW
Bushmanni Posted July 10, 2011 Posted July 10, 2011 I would be more interested about this in aerodynamics simulation point of view. Those vortexes are going to affect the handling of a plane coming behind. I have been thinking how this could be done and the most doable way I have come off would be to use vortex fields or lines. It has been shown that it's possible to have contrails. Vortex fields would be invisible streams or lines like contrails but they would have a radius at each vertex that tells the distance when the vortex speed has been reduced to zero. It would be like a invisible "tube" at which center the air would be rotating fastest (right at the center it would be zero though like in eye of the storm) and at its edge it would be zero. This 3d velocity gradient would be added to the wind and turbulence velocities. These vortexes would move along the wind like smoke and they would affect each other. Over time its rotational speed would decrease and radius increase as it dissipates. It could be possible to also simulate ground effect when the vortex field collides with ground and affects its shape. As I'm no expert in aerodynamics I don't know how realistic this kind of system would be but I think that it could be done with current systems if it works good enough. It could be possible to simulate vortex ring state also with this method with more precision. And the loss of lift if a slow moving helicopter flies underneath another one in a hover. Taking a step further there could be also "calm" boxes that could be generated dynamically to the downwind side of a building or forest line when a flying object (or particle system) gets close enough to simulate the calm area behind a building or forest line. The building end of the box would be calm and the other have the same speed as the surrounding air. There could be also random vortex lines coming of the edges of the building to simulate wind shear turbulence. This could be done also to the terrain features like mountains and hills and such. And maybe there could be yet some other type that I haven't figured out that could simulate the wind on mountain slopes. I have no idea how this idea would work out and it will need some refinement to actually work but maybe it could spark another better idea so we can have this simulated in DCS at some point. DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron
VincentLaw Posted July 10, 2011 Posted July 10, 2011 This is why Rise of Flight still eats your hardware even without all the fancy avionics and weapons of the A-10C. The wake vortex demonstration starts at 56 seconds. [sIGPIC][/sIGPIC]
MOTO Posted July 10, 2011 Author Posted July 10, 2011 Beatyful Link, Vincet Law! .. I understood, what Bushmani mentioned(!).. but with the Link from VincentL. let we keep good hope i think. I remenber many years ago, as i flown Falcon, it was also a demand about Wing Flex-Effect when we at max. conner speed or simulation of "Fragments" from hit Bogey, whic could damge the Attacker behind; if he shoot "too close" at range. If Fragments-Effects there, the Gun-Kill Discipline of pilots will be quickly learned; distance to bogey before press Trigger(!) Almost Games we saw, bogey exploded and Attacker flies throght ring of fire; and swam of fragments! Hmmm... All effect, if makes Sim getting more realistic; for most serious Sim-Pilot will be more appreciated then head shaking. It will bring us all to more discipline behavior; on ground or in the air. And we all love realism in FlightSim(!) YES, "HOW" is more question about this effect. MOTO 4 cores CPU / GTX-Card / Track iR + TM Warthog+Combat Rudder Pedal
EtherealN Posted July 10, 2011 Posted July 10, 2011 Actually Vincent, I may be wrong here since it was a good while since I looked at it, but if my memory serves they abandoned that in the release version. (They might have put it back in though, I haven't checked.) [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
leafer Posted July 11, 2011 Posted July 11, 2011 yep. anything that kills all our computers has to be fun. :D Speaking of fun, is ground effect modeled in DCS? ED have been taking my money since 1995. :P
EtherealN Posted July 11, 2011 Posted July 11, 2011 Ground effect was there in DCS:BS at least, I think you have it in A-10C as well, but I'm not 100% on that. [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
leafer Posted July 11, 2011 Posted July 11, 2011 Thanks, EtherealN. I asked because it felt as if it was modeled in A10C. ED have been taking my money since 1995. :P
EvilBivol-1 Posted July 11, 2011 Posted July 11, 2011 Ground effect has been modeled in all AFM aircraft since FC. In fact, it may have even been scripted in SFM, but not sure. - EB [sIGPIC][/sIGPIC] Nothing is easy. Everything takes much longer. The Parable of Jane's A-10 Forum Rules
Bushmanni Posted July 11, 2011 Posted July 11, 2011 Does anyone have any idea if the RoF wake modelling method is somewhat similar to what I proposed or something more complicated? DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron
Headspace Posted July 11, 2011 Posted July 11, 2011 Wake turbulence is a serious issue when you have smaller aircraft flying nearby larger aircraft, especially with airport operations. With something like a DCS there are features I would rather see implemented before this.
ED Team Yo-Yo Posted July 11, 2011 ED Team Posted July 11, 2011 Ground effect was there in DCS:BS at least, I think you have it in A-10C as well, but I'm not 100% on that. You are right - ground effect is modelled in DCS since BS. Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles. Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me
Zakatak Posted July 11, 2011 Posted July 11, 2011 Didn't Wings of Prey have wingtip vortices modelled? That game looks incredible, even if playing it is like slamming your face against a wall.
leafer Posted July 13, 2011 Posted July 13, 2011 Didn't Wings of Prey have wingtip vortices modelled? That game looks incredible, even if playing it is like slamming your face against a wall. Is it that buggy? ED have been taking my money since 1995. :P
howie87 Posted May 29, 2014 Posted May 29, 2014 After a recent run in with a spot of wake turbulence in real life, I thought I'd resurrect this thread. Any progress? Would be an awesome feature and change the way that people fly the sim. Especially for formation work and landings.
Chevelle Posted June 9, 2014 Posted June 9, 2014 Don't confuse wake turbulence and wingtip vortex. Two totally different chapters in aerodynamics. How so? Wingtip vortices are a major factor in wake turbulence as far as I'm aware.
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