Weta43 Posted October 4, 2005 Posted October 4, 2005 For something in the future… There’s so much effort going/gone into the new flight models for the SU25 & 25T & now the Ka50, the avionics, the models of the planes & weapons, the damage models, the lighting & graphics etc, etc… but it seems to me that though those new AFMs are beautiful to fly they’re let down by – the wind… (I know somebody’s bound to have mentioned this before, but I haven’t seen it so…) Every time I fly a mission where there's a "Wind" I'm disappointed by the fact that there is no variability in its strength through time. I think the turbulence setting does a reasonable job of the transient buffeting you get, but you can pretty much just brace your hand against it & it nets out to nothing. I was practicing landing the SU25 & SU25T in a stiff crosswind the other night & the wind was really aware that the wind was unnaturally steady. Because the wind is so even once you’re lined up & have the “trick” of it, staying lined up on approach & putting it down isn’t that much harder with than without a wind (it’s the slowing down without shredding the front tire that I find tricky…). Above 2000m the way it’s modelled is fine, but low down, especially during take off & landing some gross changes would be good. Speaking with the confidence of someone with a complete lack of coding experience I don’t think it would be that hard to implement. Apply the wind speed changes globally – I won’t even know that the other guy’s wind gust hits him exactly as mine does. (Yes - all the smoke from the stacks would flick around in unison... but a small price to pay.) Have 2 sliders for the wind, a base speed & a peak speed. Either continuously calculate the variation between the two or just have a file with a profile for the variation – made by sticking a wind gauge out the window on a gusty day & recording the values every 0.1sec or 0.25sec for some period of time & converting this to values between 0 (min speed during this time) & 1 (max speed during this time). It doesn’t have to be truly random variation, just have a repeat period long enough to stop the player recognising it easily. (Values for every 0.25 sec for 10 hours takes up about 400kb as a CSV. 30 min’s worth would probably do it.) Use the profile to create the gusts above the base wind speed, so for 1/10th of a sec & a gust profile I just dreamed up: Profile 0 0.373 0.568 0.909 0.968 0.927 0.414 0.295 0.164 0.073 Time 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 0m/s - 12m/s 0 4.476 6.816 10.908 11.616 11.124 4.968 3.54 1.968 0.876 5m/s - 12m/s 5 7.611 8.976 11.363 11.776 11.489 7.898 7.065 6.148 5.511 10m/s - 12m/s 10 10.746 11.136 11.818 11.936 11.854 10.828 10.59 10.328 10.146 12m/s - 12m/s 12 12 12 12 12 12 12 12 12 12 (Don't know how well that table will work here) Now if you set the two values close together you’d have the wind you have now, but if you set them reasonably far apart you’d actually have to fight that plane in to a landing - & you might even get a few surprises – 5m off the ground & in 0.5sec the wind goes from a 12m/sec headwind to nothing – that would be fun… (You could do the same thing with direction, but I won’t bring that up now) Cheers.
GGTharos Posted October 4, 2005 Posted October 4, 2005 Linking to this from Beta forum. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
MBot Posted October 5, 2005 Posted October 5, 2005 Very good suggestion. I would even go so far and include variable wind direction additional to strenght. Also in the vertical axis. Sudden vertical wind changes ( windshares ) are quite common and are a serious challange during approaches.
Weta43 Posted October 6, 2005 Author Posted October 6, 2005 I take it the Beta Forum is only for Beta Testers? (always looking for a good read...) Cheers.
bSr.LCsta Posted October 6, 2005 Posted October 6, 2005 very good idea. I think all the climate settings need to be upgraded, as soon as possible. When/if this is done, please make sure that the AI can compensate. Currently most AI will either crash or never land when the wind and turbulance is strong (especially on the carrier). Another thing that would be nice is to see the contrail effected by temperature. Currently there is a 4000m "no fly zone" between 8000-12000m where the contrail ALWAYS appears. Shouldn't this be effected by temp? At least the option to scale the parameters would be nice. is this ok?
Weta43 Posted October 7, 2005 Author Posted October 7, 2005 True, but I'd rather they just did the wind, than make a list a page long & make it look too big a job, & I think the wind is the weakest element of the sim at the moment. Gusting wind would add another scale-able level of difficulty to the game & make the experience of flying that much more immersive. Cheers.
DPS Posted January 15, 2006 Posted January 15, 2006 It would be nice to see the wind having a greater effect on the smoke from burning tanks, houses, etc. At the moment its still quite hard to assess the wind direction from the smoke columns even when it is blowing a gale. Being able to work out where the wind is coming from will be vital for the forthcoming helicopter operations. Also, in the Mission Editor Weather Panel the wind is set by where it is going to; wind direction is more usually stated as where it is blowing from, i.e. 180/10 is a ten knot southerly. Come to think of it, a variable-with-altitude wind will wipe out our CCIP/CCRP bombing options. Perhaps we should wait until we get JDAMs in LO.
Guest Cali Posted January 15, 2006 Posted January 15, 2006 very good idea. I think all the climate settings need to be upgraded, as soon as possible. When/if this is done, please make sure that the AI can compensate. Currently most AI will either crash or never land when the wind and turbulance is strong (especially on the carrier). Another thing that would be nice is to see the contrail effected by temperature. Currently there is a 4000m "no fly zone" between 8000-12000m where the contrail ALWAYS appears. Shouldn't this be effected by temp? At least the option to scale the parameters would be nice. I second the contrail effect, weather/temp has a lot to do with it.
britgliderpilot Posted January 15, 2006 Posted January 15, 2006 I second the contrail effect, weather/temp has a lot to do with it. We're going to end up with a weather sim, I can tell . . . . . :p http://img.photobucket.com/albums/v121/britgliderpilot/BS2Britgliderpilot-1.jpg
MBot Posted January 15, 2006 Posted January 15, 2006 We're going to end up with a weather sim, I can tell . . . . . :p Time to add AFM gliders ;)
britgliderpilot Posted January 15, 2006 Posted January 15, 2006 Time to add AFM gliders ;) I'll be thermalling the Su25 over the flaming bonfires of my defeated enemies . . . . . All very Viking, I should buy a horned helmet to put some TrackIR dots on . . . . http://img.photobucket.com/albums/v121/britgliderpilot/BS2Britgliderpilot-1.jpg
SwingKid Posted May 10, 2006 Posted May 10, 2006 Linking to this from Beta forum. We have a "beta forum?" :confused: ;) -SK
Weta43 Posted May 24, 2007 Author Posted May 24, 2007 Did any of this happen ? That clip posted a while ago of the rotors flapping up & down looks like there's some variability to wind, can any testers say if it is so ? I've asked before, but never seen an answer. Cheers.
tflash Posted May 24, 2007 Posted May 24, 2007 Lockon: Wuthering Heights ... a great sequel to Lockon: Flaming Cliffs aka Falling Bricks! Yes, a glider, which can actually FLY on the air would be a great improvement! [sIGPIC][/sIGPIC]
Recommended Posts