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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
