On Tue, 22 Aug 2006 23:50:40 -0500
JD Fenech wrote:
>
> As for making them work correctly: Is it possible to A) have them point 
> in the direction of the wind (I assume they can turn like a regular 
> windmill) and B) operate based on real world wind directions? I don't 
> know much about nasal scripting, and I can barely get Flightgear to 
> compile, but this seems like a real possibility. They really wouldn't 
> need very much AI to do this, and I can't see it as being a huge drain 
> on the system. For instance, only turn them and change their rotation 
> when the weather data changes. Also, have three or four randomly turned 
> off. For some reason, even on windy days I see three or four not 
> rotating, and I don't understand why this is (other than maintainence).

Jon made these models, and I know he was working on some of what you say
above, so you might wanna talk to him about this.  They should definitely
be able to point in the direction of the wind; and if you're using
METAR for real weather, I would naively think they should be able to
pay attention to that too.  What they can't do just now is react to small
local changes in wind direction (i.e. two wind turbines in view, 500 meters
apart, pointing in slightly different directions because the wind direction
isn't *exactly* the same in those two locations), except as some sort of
random offset; we keep wind direction and speed in the scene, and not on
some sort of densely-sampled grid throughout the volume of the area in
use.

I also have a vague memory that Jon was working on getting them to not
all be in sync (i.e. not all with their blades pointing at the same
spots in the circle); but again, he's better to ask.

-c

-- 
Chris Metzler                   [EMAIL PROTECTED]
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"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear

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