On Saturday 28 August 2004 23:34, David Culp wrote:
> > 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

Something that sprung to mind:  make the puffs quite a bit longer so that they 
overlap (possibly tapered or bulged a bit in the middle too) and use an alpha 
gradient on the texture.  Make several different textures, with slightly 
different patterning and pump them out in sequences, making them slowly 
(counter?)rotate around their long axis.  Finally use the texture blend anim 
function to fade them out just before they're deleted.

Just a thought...

I'm a bit busy atm, otherwise I'd try it.

LeeE

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