We could also simulate the condense effect by this (when in right
combination of temerature and rel. humidity, water drops appear behind
the engine). Texture for this puff should be a bit more transparent, but
should vary as well. It should last for more than 4 seconds as well and
should slowly scale up (like the real condense lines when you look at
them from the ground).
David Culp wrote:
From sky-writing it's a short step to contrails. Here's a screenshot of a
first stab at contrails. Of course it will look better with something
besides my white boxes!
This contrail contains a bunch of submodels that have a life-span of four
seconds, so the trail terminates itself at a "distance" of four seconds
behind the airplane.
The submodels, which use the puff.ac visual model, are released at 0.01 second
intervals, however the real interval is limited to some larger amount due to
frame rate. The contrail visual model will have to be tubular to avoid gaps
This isn't in the code base yet, but I'll send on later today.
Next step is to define a <contrail-level> item for the environment system
(with a default value of 30000 ?) to set the contrail level, and then have
the environment system set a boolean property, like /environment/contrails,
to true when the user is above the contrail level. The submodel can then
use /environment/contrails as a trigger.
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