http://www.hitechcreations.com/images/ah2ss/11.jpgthis pic (one with smoke trails) got me thinking. is it possible to make the smoke trails discipate or be disturbed by the aircraft?
I would have thought first the bullets accelerate away from the aircraft leaving a smoke trail but then as the aircraft flys through the smoke it would be sucked into the turbulance around the plane and be sort of stopped or blown about by the fast airflow over the wings.at least until the aircraft stops flying on the same course as the bullets.
In that pic you can see smoke trails behind the plane which i think makes them look a bit unreal.Similar to tracers in AH as it is now.
would it be a humungous task to code out the smoke trails behind the aircraft?? or EVEN BETTER how about when an aircraft goes through any smoke trails they break through and spread or discipate it.
Imagine the high alt fights with all those bullet smoke and contrail whisps where they are broken up as planes fly through. It would look fantastic and be something completely new to Flight sims.
just had a thought.....
perhaps we could see smoke passing our cockpits?
if this is too much programming to model in realtime 3d around your plane maybe HTC could use a sort of 'scripted' bit of graphics that plays on the users end and shows smoke around the screen his end and then stops playing once smoke is passed, to the user it would look like they had flown through a 3d smoke cloud but really it would be a 2d trick to fool the eye.
would this save bandwidth etc? as AH is now if we enter a cloud we get a grey area which looks kinda weird. what if it was coded so that whenever a player enters dence smoke (not bullets trails) or clouds etc it creates a trigger that plays a pre rendered picture of clouds racing by the cockpit on the users programme or 'his end'. It wouldnt need any server messages other than 'player in cloud' or 'player out of cloud'.The users computer would do the rest.
would or could this work? is it helpfull ?