> We could also simulate the condense effect by this (when in right > combination of temerature and rel. humidity, water drops appear behind > the engine).
That would be nice. In the interim I'll have the contrail level default to 30000 feet, and make it user-settable in the startup configs. > Texture for this puff should be a bit more transparent, but > should vary as well. The trouble with transparent puffs is that they change transparency when they overlap. Textured might work out better. Here's a nice reference photo: http://www.airliners.net/open.file/638942/M/ > 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). A 4-second trail looks like it has about 50 puffs in it (I'm guessing). At some point there is a limit to how many AI objects you want at one time, but I don't know where that point is. An 8 mile long contrail will take an airliner one minute to make, and that will require 750 puffs to build. I think we'll need a different system to build long contrails. As for the scaling, I don't know if that's possible. Does Plib support scaling an object over time? Dave -- **************************** David Culp [EMAIL PROTECTED] **************************** _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
