On Sunday 29 August 2004 13:36, Matevz Jekovec wrote:
> >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.
>
> Looking at ufo aircraft, there should be transp
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.
Looking at ufo aircraft, there should be transparency animation
implemented as well (depends on speed in ufo
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
> 300
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
> 300
On Sat, 28 Aug 2004 17:34:47 -0500, David wrote in message
<[EMAIL PROTECTED]>:
> > 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
> 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
3 feet, and make it user-settable in the startup configs.
>
We could also simulate the condense effect by this (when in right
combination of temerature and rel. humidity, water drops appear behind
the engine). Texture for this puff should be a bit more transparent, but
should vary as well. It should last for more than 4 seconds as well and
should slowly
From sky-writing it's a short step to contrails. Here's a screenshot of a
first stab at contrails. Of course it will look better with something
besides my white boxes!
http://home.comcast.net/~davidculp2/contrail.jpg
This contrail contains a bunch of submodels that have a life-span of four
Lee Elliott writes:
>
> Could this particle system do clouds?
Not really at least not efficiently enough to make it worthwhile
Hopefully someone will wnat clouds bad enough to look at
the 3D cloud code currently #ifdefed out of SimGear again
Norman
On Tuesday 08 July 2003 12:09, Norman Vine wrote:
> Bernie Bright writes:
> > "Norman Vine" <[EMAIL PROTECTED]> wrote:
> >
> > > Jon S Berndt writes:
> > > >
> > > > What's the potential of creating contrails for such a
> > > > thing as the X-15 rocket engine? Wingtip vortices? etc.?
> > >
> >
Bernie Bright writes:
> "Norman Vine" <[EMAIL PROTECTED]> wrote:
>
> > Jon S Berndt writes:
> > >
> > > What's the potential of creating contrails for such a
> > > thing as the X-15 rocket engine? Wingtip vortices? etc.?
> >
> > Pretty good :-)
> >
> > This should make a good starting point fo
On Wed, 25 Jun 2003 20:12:47 -0400
"Norman Vine" <[EMAIL PROTECTED]> wrote:
> Jon S Berndt writes:
> >
> > What's the potential of creating contrails for such a
> > thing as the X-15 rocket engine? Wingtip vortices? etc.?
>
> Pretty good :-)
>
> This should make a good starting point for anyon
Jon S Berndt writes:
>
> What's the potential of creating contrails for such a
> thing as the X-15 rocket engine? Wingtip vortices? etc.?
Pretty good :-)
This should make a good starting point for anyone interested
in implementing this
http://toobular.sourceforge.net/
Norman
_
What's the potential of creating contrails for such a
thing as the X-15 rocket engine? Wingtip vortices? etc.?
Jon
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