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Suggestion/ Bug - reduce contrail density


philstyle

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I have been playing around with the density values of the static smoke objects, and I've found that the LEAST dense values (i.e. 0.1 and 0.2) provide the most realistic looking smoke (i.e. a nice transition between smoke to haze to clear) as well as being the most FPS friendly, which allows the use of more of them.

 

I also then noted that the contrails coming from the B17s in particular are very dense/ thick.

I was wondering if it might be possible to half the density of the contrails (and maybe even reduce the volume of the cylinder they occupy by anout 25%)?

 

I think they would look more realistic AND at the same time this could provide a few FPS.

On YouTube: https://www.youtube.com/philstylenz

Storm of War WW2 server website: https://stormofwar.net/

 

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Yeah, I've wondered about this myself.

 

When the contrails leave the engine, they are currently FAR too large and dense, if you compare to era photos and films. They might 'expand' after wards, but exactly how much and how dense I couldn't say.

 

I don't think they should act like smoke-screens in the sky, but I have no actual evidence of that thought.

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An internet image search for "B-17 contrails" returns numerous photographs. These show different densities for B-17 contrails, varying from quite disperse to some as thick as those currently (07-Aug-2018-Beta) rendered in DCS.

 

 

However, I agree with the original post that it would be of great benefit to turn down the density. My reasoning for this, is to make the trailing edge of the contrail (the point way behind the aircraft where it no longer renders) less distinct.

 

 

Presently, the contrail is very thick for several kilometres and then it stops abruptly. Making the contrail less diffuse would definitely help with this.

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Presently, the contrail is very thick for several kilometres and then it stops abruptly. Making the contrail less diffuse would definitely help with this.

 

 

 

Yup.

Same goes for the Smoke effects on the ground. If you use smoke densities above 0.3 (in the FMB) you end up with super-thick smoke followed by a very abrupt termination of the smoke plume that looks . . . silly....

By using a lower density value (0.1 or 0.2) the smoke palls blend out quite nicely. Playing four or five of them in clsoe proximity allows the "ends" of the plumes to overlap a little, resulting in almost a haze effect.

 

 

If the same were done with the contrails (lower density) then I would expect simiarly ice results.

On YouTube: https://www.youtube.com/philstylenz

Storm of War WW2 server website: https://stormofwar.net/

 

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