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Vapour modelling.


BlazingTrigger

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Hello all,

 

A little part of me is extremely curious as to whether vapour would be modelled more completely in future updates. Obviously we have wingtip vortices but I was wondering how difficult and how plausible it’d be to model wing vapour clouds when pulling High-G turns.(see attachment) speed.thumb.jpg.b87fa34b76711459aa4bb69f73b80a7c.jpg I look forward to peoples opinions and thoughts as it’d be pretty cool to have this modelled.

 

 

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Hello all,

 

A little part of me is extremely curious as to whether vapour would be modelled more completely in future updates. Obviously we have wingtip vortices but I was wondering how difficult and how plausible it’d be to model wing vapour clouds when pulling High-G turns.(see attachment) [ATTACH]171086[/ATTACH] I look forward to peoples opinions and thoughts as it’d be pretty cool to have this modelled.

 

 

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I asked this back when the mirage came out as it clearly states over wing vapour

 

 

https://www.digitalcombatsimulator.com/en/shop/modules/m2000c/

 

 

I hope it's in 2.5;)

 

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I don't believe we can have ALL the nice features everyone desires and then NOT have a significant effect on FPS. There is no free lunch and until such time as our hardware is able to provide the power + to achieve acceptable FPS, I fear we simply cannot have it all.

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I don't believe we can have ALL the nice features everyone desires and then NOT have a significant effect on FPS. There is no free lunch and until such time as our hardware is able to provide the power + to achieve acceptable FPS, I fear we simply cannot have it all.
No offense but im not sure what your pc spec is. But I'm sure most can handle vapour ;)

 

Like in bms, fsx, P3d ;)

 

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No offense but im not sure what your pc spec is. But I'm sure most can handle vapour ;)

 

Like in bms, fsx, P3d ;)

 

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I'm waiting.. And waiting.. When this happens it's a one Sim all my money goes to

 

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One of the things I have been waiting on for years. I cannot believe it still is not in game yet after all this time. Maybe 2.5 we will see it arrive finally. Fingers crossed but hope supply is spent on this missing feature.

 

Not sure why it is too much to add particle emitters to some surfaces, and then start tweaking effects produced based on Airspeed, AoA..etc. As Weather is not really done well humidity should not be a concern at least on outset I feel. We can spit contrails out of jet engines currently.. wing/surface vapour effect is not far off that though some turbulence/variable real time response would be needed for a good effect. At least start somewhere. Right now we are nowhere.


Edited by Torso
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ED needs to just fix the current wingtip vapor first... it's steadily grown worse since first added. There needs to be more control over when it appears, and the geometry it follows.

Agree!

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My point was that ED simply cannot give us everything we desire and still have the sim playable on most hardware today. And VR is even a greater challenge. With my specs clearly stated in my signature, I can run things pretty much on "high" settings, but even my system is reaching the point where I am looking forward to the merge when the sim is supposed to be more "optimised". Only time will tell for that issue, but there is really a limit to just how much "eye candy" can be implemented without finding yourself viewing a slideshow. One need only look at the post regarding "performance" issues currently on the 3 different releases. Heck, I'll gladly take all ED can give us in the form of "eye candy" but I prefer it not be at the expense of FPS. No offense. That's simply my one person view.

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My point was that ED simply cannot give us everything we desire and still have the sim playable on most hardware today. And VR is even a greater challenge. With my specs clearly stated in my signature, I can run things pretty much on "high" settings, but even my system is reaching the point where I am looking forward to the merge when the sim is supposed to be more "optimised". Only time will tell for that issue, but there is really a limit to just how much "eye candy" can be implemented without finding yourself viewing a slideshow. One need only look at the post regarding "performance" issues currently on the 3 different releases. Heck, I'll gladly take all ED can give us in the form of "eye candy" but I prefer it not be at the expense of FPS. No offense. That's simply my one person view.

 

100% with you on this.

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The effect has a priority that means it will be worked on at some point...

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As much as i would like vapor to appear over a wing im pretty sure it would be just a gimmick as the wing tip vapor is right now, I rather much prefer to have "humidity" simulated in game.

 

Currently we have Temperature, Altitude, Wind simulated.

 

But lacking Humidity we wont have realistic wing vapour, wing tip contrails and my most important and missing feature in climate Icing Conditions.

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Vapour modelling.

 

I believe the effects are going to be expanded for the Hornet, so I would assume the Hornet is the test bed for these type of effects...

 

 

 

The wingtip vortices on the latest Harrier screenshots during vertical takeoff look great.

 

/s

 

I hope that when these effects are "improved", that ED will completely revamp the current implementation of wingtip vortices in the process.

 

 

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As much as i would like vapor to appear over a wing im pretty sure it would be just a gimmick as the wing tip vapor is right now, I rather much prefer to have "humidity" simulated in game.

 

Currently we have Temperature, Altitude, Wind simulated.

 

But lacking Humidity we wont have realistic wing vapour, wing tip contrails and my most important and missing feature in climate Icing Conditions.

 

If I understand ED's goals, this is the case, that the vapour would be generated based on weather conditions and not scripted.

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I would like to have that sound barrier cone vapor to go along with this. It would be cool to have that as well.

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So here is a WIP image from Wags in the Hornet.

 

attachment.php?attachmentid=171448&d=1509544471

 

A well-known visual characteristic of the Hornet has always been the vaps down the length of the Leading Edge Extension (LEX) during hard maneuvering. As has been eluded to earlier, we’ve been working on a new effect to properly implement this in DCS World. Rather than a simple shape file, we’ve used a partical-based system to allow the vaps to be very dynamic and variable based on aircraft maneuvering and the humidity. Not only are vaps based on the AoA of the aircraft, the humidity level is also a huge factor. In addition this effect working along the LEX, it is also being used for over the wings when appropriate.

 

Attached is an early work in progress image of this effect.

 

In addition to the Hornet, we plan to apply this effect to other aircraft, and this tech has been passed to our 3rd parties to use for their aircraft.

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