Lee Elliott wrote

> 
> 
> On Friday 13 February 2004 22:27, Jon S Berndt wrote:
> > Any chance of modeling wingtip vortices (when CL is high 
> enough above 
> > some threshhold) and rocket engine exhaust?
> >
> > :-)
> >
> > Jon
> 
> I've thought about trying this but I think it could only be 
> really effective 
> in level flight.  As soon as you start banking the 'end' of 
> whatever trail 
> you're simulating will rotate (echos of the VRP issues:).
> 
> For a very short trail this might not be noticable but for 
> longer ones I think 
> it's a bit of a show stopper.
> 
> It would be possible to include curved trails in the model, 
> and the select 
> anim function could be used to select the appropriate model 
> object, but then 
> you'd need a wide range of trail objects.
> 
> At first glance, this doesn't seem too bad, but then I think 
> you'd really need 
> several versions of each trail type so that you could switch 
> between them to 
> give the impression that the trail is changing throught time.
> 
> Hmm...   I don't think I've explained that bit very well...
> 
> Consider an a/c in stable level flight where votices are 
> being generated from 
> the wing-tips.  Even though the vortex trail may not change 
> in length or 
> shape, it's appreance will change from frame to frame, so 
> you'd need to 
> switch between several identically shaped and sized objects 
> that are textured 
> slightly differently to give the impression of change.
> 
> If we could actually modify the model objects themselves then 
> we could 'bend' 
> the trails, and cut down on the number needed.
> 
> But then we could also do wing flexing too.
> 
> Before anyone starts thinking seriously about this, it would be very 
> non-trivial to do, at least for the wings, where some objects 
> would need to 
> be 'bent' i.e. the wings and control surfaces, whereas other 
> objects would 
> have to simply translate i.e. wing mounted engine nacelles and U/C.
> 
> For a simple object, like a vortex trail, bending might be 
> feasible, and 
> combined with scaling (which I think we already have), it 
> might work ok.
> 
> Another possiblity would be some sort of particle object 
> handling where 
> temporary objects could be generated, left for a while and 
> then culled.  We 
> could then 'drop' a stream of these objects behind the a/c 
> that're culled 
> after a certain time.  It'd probably need a lot of objects to 
> work though, 
> and it would also push up the object count of course.
> 
> Both methods would need some carefull texturing.
> 

The second method could be very useful - drop tanks, ordinance, cockpit
canopies, ejector seats, tyre smoke on landing. Not a high priority, I feel,
but a nice to have. I want to do drop tanks on the hunter some time soon,
but I can probably handle them well enough with the existing animations



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