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-   -   Missing wind at Wolfpack? (https://www.subsim.com/radioroom/showthread.php?t=242891)

PL_Andrev 10-25-19 10:31 AM

Missing wind at Wolfpack?
 
Hello there!

Look, I know that Wolfpack is still under development, but I want to show you few ideas which need to be fixed...
Because they hurt my heart...
:03:

#1. It looks like wind is missing at this game - all smoke sprites follow ship course.
Based on the angle of smoke we can read easy the speed of unit at 90° AoB.

https://i.imgur.com/x97lmd0.png
______________________


#2. The smoke spirits come from chimneys have different wind vectors than spirits come from damages / fires.
The funny is that angle is different than ship course (see #1).

https://i.imgur.com/c20weYb.png
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#3. The smoke spirits show us there is no wind (similar to #1).

https://i.imgur.com/w4zJm5O.png
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#4. The horizontal lines looks like a opening portal to another dimensions.
Not sure this is an real effect or "grafically nice-looking" only.

https://i.imgur.com/qiUR9QU.png
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No offence, only observations.
:salute:

Stormfly 11-06-19 04:26 AM

yea, this should be serviced :ping:

VonHoffman 11-30-19 09:55 PM

I like the lens flare effects from the lights - the periscope is less than clean.

I don't find the smoke helps too much (I tend to ignore it), though I do know it can be used to determine speed.

A random wind element would definitely be a good addition.

Fidd 12-06-19 10:51 AM

In the case of the falling flares, as both smoke and the burning flare are in the same (moving) air-mass, the smoke alone would not be affected by wind. Instead, as they fall both smoke and the flare would move at the same speed. In short, the appearance of falling flare and smoke thereof is correct as currently modelled.


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