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

Oops - forgot.  There is a scaling anim function already in FG and objects can 
certainly be scaled based on values in the property tree, so it should be 
possible to do it with Nasal.

LeeE

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