Author Topic: Haze/fog  (Read 702 times)

Offline AAIK

  • Nickel Member
  • ***
  • Posts: 664
Haze/fog
« on: July 17, 2017, 12:33:35 PM »
HTC has a properly modelled sky, time of day, stars and now (in progress) clouds.

Why not continue this trend and throw fog/haze into the mix?

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15678
      • http://www.thefewsquadron.co.uk
Re: Haze/fog
« Reply #1 on: July 17, 2017, 12:35:18 PM »
fog is already an arena setting.  create your own custome room and find the 4 settings for foghi fog low  and then set the miles and feet.   you can then create your own pea soup.
The Few ***
F.P.H

Offline AAIK

  • Nickel Member
  • ***
  • Posts: 664
Re: Haze/fog
« Reply #2 on: July 17, 2017, 12:37:45 PM »
Hmm, if its already there and not implemented in the arena.

HT doesn't like the idea?

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15678
      • http://www.thefewsquadron.co.uk
Re: Haze/fog
« Reply #3 on: July 17, 2017, 12:41:10 PM »
its probably to do with the fact that it effects the whole arena and not a specific area.
The Few ***
F.P.H

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10908
Re: Haze/fog
« Reply #4 on: July 17, 2017, 01:15:15 PM »
We often use fog in the AvA but it is specific to the terrain and the events such as Tank Night.
Easy in-game again.
Since Tour 19 - 2001

Offline AAIK

  • Nickel Member
  • ***
  • Posts: 664
Re: Haze/fog
« Reply #5 on: July 17, 2017, 01:20:54 PM »
But that is what I meant bruv.

Is area based fog/haze something that HTC would add to improve the immersion?

Offline Devil 505

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 9173
Re: Haze/fog
« Reply #6 on: July 17, 2017, 01:39:46 PM »
The visibility is already less than what AH2 had. No need to reduced it any further.
Kommando Nowotny

FlyKommando.com

Offline NatCigg

  • Gold Member
  • *****
  • Posts: 3336
Re: Haze/fog
« Reply #7 on: July 17, 2017, 01:42:29 PM »
the current haze is there most times i look and capped with a hard line at altitude around 7,000 feet.  it is noticeable against terrain, like a mountain.

I would like to see that low level haze become more diffuse with altitude like smog or low level moisture.

a good fog "cloud" is what i imagine the O.P. would really enjoy!  A low level cloud of light density (or heavier).  moving, .... in valleys!


 :salute

Offline ImADot

  • Platinum Member
  • ******
  • Posts: 6215
Re: Haze/fog
« Reply #8 on: July 17, 2017, 01:42:40 PM »
They already use the fog/haze settings. It is being used to limit how far out the graphics engine has to render the terrain. I think the default is somewhere around 15 miles.

With proper use of the cloud editor, one can simulate local ground fog in certain areas.
My Current Rig:
GigaByte GA-X99-UD4 Mobo w/ 16Gb RAM
Intel i7 5820k, Win7 64-bit
NVidia GTX 970 4Gb ACX 2.0
Track IR, CH Fighterstick, CH Pro Throttle, CH Pro Pedals

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Haze/fog
« Reply #9 on: July 17, 2017, 01:58:38 PM »
When I was building the first weather system for my terrain Hitech got a boat load of CTD dump files from me while testing cloud systems.

He ended up giving me rules for clouds. This was the first because I succeeded in creating moving fog(cloud layer) that socked in a 4k test airfield running along the ground like a thick fog. It was so realistic I visually kept missing the airfield to begin my landing sequence. When I did get lined up, I crashed trying to land through it because I misjudged how fast the ground was coming up at me during descent. 

Clouds cannot be below 2000ft AGL.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: Haze/fog
« Reply #10 on: July 18, 2017, 01:34:28 PM »
Less clouds. I'll trade clouds for more stars/

Offline lunatic1

  • Gold Member
  • *****
  • Posts: 2795
Re: Haze/fog
« Reply #11 on: July 18, 2017, 06:21:37 PM »
HTC has a properly modelled sky, time of day, stars and now (in progress) clouds.

Why not continue this trend and throw fog/haze into the mix?
Is area based fog/haze something that HTC would add to improve the immersion?


 I have said in the past I hate the term/word Immersion esp when used in these forums.

WE ALREADY HAVE FOG and haze it's hard enough to see enemy planes when in persuit as it is, it doesn't need to be thicker or heavier.
-1

« Last Edit: July 18, 2017, 06:24:38 PM by lunatic1 »
C.O. of the 173rd Guardian Angels---Don't fire until you can see the whites of their eyes...Major devereux(The Battle Of Wake Island-1941.
R.I.P.49GRIN/GRIN-R.I.P. WWHISKEY R.I.P WIZZY R.I.P.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: Haze/fog
« Reply #12 on: July 19, 2017, 02:51:42 PM »
AH has already implemented everything requested in this thread.

But most of the requests are not good for the main arena.

HiTech

Offline lunatic1

  • Gold Member
  • *****
  • Posts: 2795
Re: Haze/fog
« Reply #13 on: July 20, 2017, 11:42:10 AM »
AH has already implemented everything requested in this thread.

But most of the requests are not good for the main arena.

HiTech

 :aok
C.O. of the 173rd Guardian Angels---Don't fire until you can see the whites of their eyes...Major devereux(The Battle Of Wake Island-1941.
R.I.P.49GRIN/GRIN-R.I.P. WWHISKEY R.I.P WIZZY R.I.P.

Offline EagleDNY

  • Silver Member
  • ****
  • Posts: 1514
Re: Haze/fog
« Reply #14 on: July 20, 2017, 02:00:38 PM »
I would argue for more SMOKE - ships (including PTs, LVTs, etc) need to be able to lay smoke at the landing area.  5" WP lays a nice smoke screen during a shore bombardment.  The effect of laying a big smoke layer over a wave of LVTs heading for the beach would be to lessen the icon range for aircraft in the area.