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Goggles

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    B737/B777 flight simulator instructor

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  1. Thanks. Version 2.5 showed the surrounding features in fog, including the horizon, only with clouds set to 9 or 10. Version 1.5 seemed to have got it, except for increasing visibility with altitude. My suggestion is that the visibility in fog should remain the same within the set 'thickness'.
  2. Night in Batumi, Caucasus map. Overcast 2, base of clouds at 420 meters Fog set with visibility 10 meters, thickness 1000 meters Player in aircraft at ground level. Outline of trees, buildings and mountains can still be seen in the distance. Clouds can clearly be seen. A visibility restriction should not allow any features to be visible beyond the set value visibility value, including vertically within the set 'thickness': Clouds should not be seen Outline of trees and buildings in the distance should not be visible. Except for the surface of the ground that can be seen up to a distance of 10 meters in this case, while the player is at ground level, any other feature beyond should not be visible. At night, blackness (except for back-scattering lights) should surround the player beyond the set visibility value. In daytime, the player should be surrounded by grayness while in fog. Video card: NVIDIA GeForce GTX 1660 foggy_weather.trk
  3. HI, Track does not replay correctly. CC-101 in track replay does not follow original flight path, and aircraft eventually spirals into the ground. Tested both in VR and 2D. Night flight, Marianas map, Overcast2, cloud base set at 420 meters. On steep descent final from 5000 feet ASL for 24R Andersen Field, runway becomes visible at 4300 feet ASL. In weather settings for Overcast 2 with cloud set at 420 meters, the runway should not be visible until 1300 - 1400 feet ASL. When climbing, start entering clouds at 3500 feet, and ground/water reflexion still visible until 4500 feet ASL. Should enter cloud at 1300 feet ASL, and ground/water reflexion should disappear no later than 1400 feet. Cloud density too thin. This happens very rarely in real life. In real life, visibility in cloud is very low, like a hundred feet, and density to the top of cloud layer should remain thick. Normal overcast sky should not let the moon glow shine through, especially when there are cloud layers above. Despite some shortcomings, entering/climbing in clouds in version 2.5 was more realistic.
  4. That's the spirit! Not everybody is a fair weather flyer!
  5. Brush up on you instrument flying skills and you can play it. The real boys are qualified.
  6. That's fog. Fog is a cloud at ground level. Don't know if that was intentional, but that's what it is. That weather should not prevent an actual mission from launching.
  7. Marianas map night Can see parts of the sky, so not overcast but broken. Clouds set at 420 meters, but no cloud below 5000 feet.
  8. Marianas map Night Take-off from Anderson Field 06L Cloud base set at 420 meters = 1300 feet ASL Entered cloud base at 3300 feet ASL. Could see Rota Island 50 NM away. Incorrect cloud base does not match weather settings. Also, there should not be a moon glow through the clouds.
  9. People seem to be overly preoccupied with puffy clouds (cumulus). Clouds are most often stratocumulus, or rather flattish clouds. They have a base, tops, and go from scattered to completely overcast. Flying inside clouds should be good for the frame rate, as rendering of external objects would be inhibited as generally, visibility inside cloud is very low. So low that the wingman may have to stay very close to the lead in a formation. I wonder if they'll add turbulence while flying inside those puffy clouds.
  10. I hope that DCS is working on this at the present time. I can't imagine them developing a new weather system based on the present one, as the present one is very limited, to put it mildly. DCS has an extraordinary level of fidelity and detail in flight dynamics and aircraft and weapons systems. Weather is always a major factor in operations (away from Nevada), but is lacking in this to make it a true operational simulation.
  11. You wrote: 'It is unbelievably frustrating when you are flying around trying to pass a location of a target to your wingman, just for them to say "i am in a cloud".' What you just described, is it something you actually experienced before, whether in DCS or another simulation, or is it rhetorical conjecture, i.e. it didn't happen before but you can imagine the upcoming changes producing this result?
  12. Has this been the case before? on another simulation?
  13. Why is it simpler from a programming point of view? Would the visibility be the same all over, or would it vary from airport to airport? What determines what kind of cloud, and what heights are the bases and tops, and where the clouds are situated: everywhere on the map, or at specific airports? Would the user be able to set the clouds and visibility at individual airports?
  14. Seed values and deterministic algorithms seem quite complicated. You then have to translate those values into a proper weather structure. All that's needed is, at the start of play, a one-time download of airport forecasts located in the simulation universe (i.e. Caucasus) and based on this, set the weather generating graphics. Those settings can change over time, depending on the changing forecasting values. In a multi-player environment, there would be one master server or player, from where the weather information can be downloaded and transmitted to the other players.
  15. If you want real time weather at sea, where does the app find the appropriate weather report to integrate into the simulation? Or do you mean by real-time weather, weather the user defines at the start, that evolves over time to a user defined end state?
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