On Saturday 14 February 2004 13:43, Vivian Meazza wrote:
> 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

I think drop tanks would be feasible but it would need some thinking about:)

The fun bit will be counteracting the a/c manuevours after the tank has 
dropped so it falls straight even though the a/c may be climbing and banking.

LeeE


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