Aces High Bulletin Board
General Forums => Wishlist => Topic started by: AAIK on July 17, 2017, 12:33:35 PM
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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?
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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.
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Hmm, if its already there and not implemented in the arena.
HT doesn't like the idea?
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its probably to do with the fact that it effects the whole arena and not a specific area.
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We often use fog in the AvA but it is specific to the terrain and the events such as Tank Night.
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But that is what I meant bruv.
Is area based fog/haze something that HTC would add to improve the immersion?
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The visibility is already less than what AH2 had. No need to reduced it any further.
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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!
(https://ak9.picdn.net/shutterstock/videos/6335144/thumb/1.jpg?i10c=img.resize(height:160))
:salute
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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.
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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.
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Less clouds. I'll trade clouds for more stars/
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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
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AH has already implemented everything requested in this thread.
But most of the requests are not good for the main arena.
HiTech
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AH has already implemented everything requested in this thread.
But most of the requests are not good for the main arena.
HiTech
:aok
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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.
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Lots can I think
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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.
our LVT4 can lay a lot of smoke, and people do use it