Author Topic: Gusts/Turb  (Read 1661 times)

Offline killb8

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Re: Gusts/Turb
« Reply #15 on: August 30, 2011, 01:10:05 PM »
That could be a way to allow gvers a respite from bomb****s like me. I like the idea, but it would have to do more than just blow from left to right. It should be a natural cause of the map and affected by values of arena settings. Convective thermal energy and realistic sources of heat like geo-thermal, radiation, friction, etc. interplaying with water and its varying states would be a difficult challenge. Never the less it is do-able and it would be well worth the effort if it doesn't crash my Commodor Vic 20.   :airplane: :joystick: :bhead :furious :cry :headscratch: :uhoh :bolt:

Offline Wiley

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Re: Gusts/Turb
« Reply #16 on: August 30, 2011, 02:57:15 PM »
I would love to see better wind modeling in game.  I don't think they could get it as granular as reacting like a fluid, but having it provide updrafts over appropriate places and placing areas of turbulence where they should be would be pretty snazzy.  Stallfighting in a canyon could have a pretty different feel with a crosswind and updrafts in the appropriate locations.

Being that there's already a capability for the game to deal with wind, I wouldn't think it would be that much more intense to have it calculate the wind zones when you load a map.  Once created, they'd be static locations, right?  Maybe vary the direction and strength of the wind when the map is first loaded so people don't get too much of a feel for where exactly lumpy air is going to be.

Wiley.
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Offline PJ_Godzilla

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Re: Gusts/Turb
« Reply #17 on: August 30, 2011, 03:31:58 PM »
Stallfighting in a canyon could have a pretty different feel with a crosswind and updrafts in the appropriate locations.

Wiley.

Rightie-o - and guess which a/c would be most perturbed by wind? Hint: cushy ride in turb  goes with high wingloading...

I. e., in gusts, some easy-moders are going to be struggling to aim their wee willy winkie Spitty sonderwunsch kanonen - which means they won't be getting their sonderwunschen granted but will instead be pounded by fists of pumped up muscles after the Gustav reverses on their hapless flailing.
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Offline Vudu15

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Re: Gusts/Turb
« Reply #18 on: September 01, 2011, 10:27:30 AM »
I fought once in the AvA with wind on and it was great would throw your shots sometimes but it did the same to the badguys, and with no icons, it was great.

Im all for it lets have it.  :aok
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Offline Raptor05121

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Re: Gusts/Turb
« Reply #19 on: September 01, 2011, 08:01:16 PM »
as long as it does not affect bomb path. as a buff driver, we dont have any strats to go for like the olden days. so giving us a handful of targets and shaking our ords around in a pickle barrel like a pair of die is going to kill the buff numbers dramatically
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Offline Flipperk

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Re: Gusts/Turb
« Reply #20 on: September 02, 2011, 02:01:30 PM »
as long as it does not affect bomb path. as a buff driver, we dont have any strats to go for like the olden days. so giving us a handful of targets and shaking our ords around in a pickle barrel like a pair of die is going to kill the buff numbers dramatically


Your not a true buff driver if you don't want more realistic bombing runs.
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Offline Flipperk

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Re: Gusts/Turb
« Reply #21 on: September 02, 2011, 02:14:34 PM »
WW2 combat ops were not flown in torrential downpours, and especially not when it obscured visibility to the point of hiding entire carrier fleets from view at short ranges.


This isn't a WW2 simulator though Krusty! It's a simulator using WWII equipment!


Here is my 2 cents. The weather does not have to be arena wide, we could simulate an actual weather pattern. On the clipboard you will have a transparent layout of weather patterns as like here:

http://www.weather.com/maps/maptype/currentweatherusnational/uscurrentweather_large.html

And this map updates ~ every 20 minutes and so does the weather.


Not everywhere will be affected, but some parts will be. This will definitely change up the war fronts when a storm starts to move in, and you might want to move your attack 50 miles to the south because of the weather.
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Offline PJ_Godzilla

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Re: Gusts/Turb
« Reply #22 on: September 02, 2011, 02:27:58 PM »

Not everywhere will be affected, but some parts will be. This will definitely change up the war fronts when a storm starts to move in, and you might want to move your attack 50 miles to the south because of the weather.

This is an excellent point. Everyone knows the weather never affects military planning, right? Like D-Day - oops, guess it did... Or, longer term, like Barbarosa. Woops again... I love it. YES the weather should impinge on tactics right down to 1:1 combat - where an errant gust might save yer ace or doom your shot. On a windy day, I'd be inclined to favor a high-speed BnZ pass in a higher W/S ac.

Just last night I noticed the clouds have already improved to the extent that the icon of a high 190 was hidden to me for some time. That's as it should be.  Iwell recall an account from a PBY pilot searching for the Japanese fleet during the Midway battle. He was set upon by A6M's and used cloud cover to save his bucket. Worst case, we could have a "Realistic arena" much like AvA for the real men and we could have a "Space Invaders Arena" for everyone else.
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Offline Tyrannis

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Re: Gusts/Turb
« Reply #23 on: September 04, 2011, 10:44:33 PM »
I think it would be pretty cool to have a massive GV battle in the middle of a thunderstorm.

Would things like mud/soft earth be added to effect Gvs tho?

Offline DarkHawk

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Re: Gusts/Turb
« Reply #24 on: September 05, 2011, 03:53:48 PM »
If you have never flown in a scenario with a cross wind and trying to bomb from 20k.  If you can not hit you target then you do not know anything about bombing from a bombsite.
I see nothing that would hurt the MA if wind was added in the MA.
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Offline Dragon Tamer

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Re: Gusts/Turb
« Reply #25 on: September 06, 2011, 08:28:19 AM »
Didn't AH used to have wind variables in older version?  I don't think they had weather but I do think that would be a nice touch.