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Old 03-04-17, 07:57 AM   #1
gap
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Hi again Kendras, nice idea

reducing GWX's B-17 model to little more than a silhouette shouldn't pose many problems. The same for tweaking its texture

I have some doubts about your idea of merging an entire squadron into a single air unit though, as this may lead to some weird visual effects giving up the trick when the "super-unit" is going to turn and/or climb around its virtual center or mass. Moreover, you might need to keep wings and rudders separate from the fuselage, as the unit_Airplane controller points to them, and I am not sure what could happen if the relative fields are left blank, or made to point to dummy bones on the model.

Last: how do you think that 20 identical models rendered at once can hang up the game? Sure, reducing model's complexity can help to some degree, but personally I think the contrail particles have a bigger impact on FPS than the rendering of the model itself. Maybe you should consider reducing the number of particles too, though I must agree that the current effect looks very nice

By the way, found this picture on the web:



The caption reads: Large formation of Boeing B-17Fs of the 92nd Bomb Group flying over Germany, 1943 ca.
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Old 03-04-17, 08:07 AM   #2
Kendras
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I have some doubts about your idea of merging an entire squadron into a single air unit though, as this may lead to some weird visual effects giving up the trick when the "super-unit" is going to turn and/or climb around its virtual center or mass.
Yes, I thought about that too. It won't be a problem, since the squadrons will fly always straight forward.

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Moreover, you might need to keep wings and rudders separate from the fuselage, as the unit_Airplane controller points to them, and I am not sure what could happen if the relative fields are left blank, or made to point to dummy bones on the model.
Some air units have no independent 3D model for the wings.

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Last: how do you think that 20 identical models rendered at once can hang up the game? Sure, reducing model's complexity can help to some degree, but personally I think the contrail particles have a bigger impact on FPS than the rendering of the model itself. Maybe you should consider reducing the number of particles too.
Tests are needed for sure. First, I will reduce number of smoke trails from 4 to 2 per bomber, no difference will be noticed at high altitude.
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Old 03-04-17, 08:16 AM   #3
Kendras
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Moreover, you might need to keep wings and rudders separate from the fuselage, as the unit_Airplane controller points to them, and I am not sure what could happen if the relative fields are left blank, or made to point to dummy bones on the model.
I think this doesn't prevent airplanes which don't have this kind of tweaks to fly and turn.

It just adds this : a wing can be destroyed. And if the zone relative to the wing is not destroyable, when its hitpoints are all destroyed the airplane falls in the water even if you don't see the wing destroyed.

Last edited by Kendras; 03-04-17 at 08:40 AM.
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Old 03-04-17, 10:13 AM   #4
gap
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Quote:
Originally Posted by Kendras View Post
Yes, I thought about that too. It won't be a problem, since the squadrons will fly always straight forward.
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Some air units have no independent 3D model for the wings.
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I think this doesn't prevent airplanes which don't have this kind of tweaks to fly and turn.

It just adds this : a wing can be destroyed. And if the zone relative to the wing is not destroyable, when its hitpoints are all destroyed the airplane falls in the water even if you don't see the wing destroyed.
Okay. If, as it is likely, SH aircraft physics are ridicolusly simplified, your idea might work

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First, I will reduce number of smoke trails from 4 to 2 per bomber, no difference will be noticed at high altitude.
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Old 03-04-17, 11:18 AM   #5
Kendras
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First try in S3D :



Let's see if this can fly now !
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Old 03-04-17, 12:42 PM   #6
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CTD !

Mmmmhhhh .......
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Old 03-04-17, 02:18 PM   #7
Jeff-Groves
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Take a look at the K-Ship in GWX.
It uses wings but they are hidden.
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