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Author Topic: Turbulence over shorelines  (Read 1413 times)

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Prawnler

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Turbulence over shorelines
« on: March 07, 2020, 09:13:43 AM »

Does anyone else have a weird nose down/nose up behavior when flying over rivers and shorelines? It seems the second I fly over the transition from land to water, my plane has a brief, small amount of turbulence.

Anyone have any ideas?
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Knochenlutscher

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Re: Turbulence over shorelines
« Reply #1 on: March 07, 2020, 03:30:48 PM »

Such anomalies are really part of IL-2 main code, the wind weather
is strange, as you can feel the different layers, a bump is when these overlappers
knock your kite in excess to a B737.
Wind is kinda weird in IL-2, another is between 300-400m, like you
hit a goose inflight or some real heavy turbelence.
This Turbulence isn't controllable through weather density settings,
it's the same amount of bump, in low or heavy storm.
Only cure, switch Wind off.
But that is a IL-2 1946 feature, it was there since the beginning or when I first played it.
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WxTech

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Re: Turbulence over shorelines
« Reply #2 on: March 07, 2020, 08:27:21 PM »

I hated this from the beginning! Flying over a narrow river and experiencing a sharp 'bump' when crossing each bank is ridiculous. A bit over a year ago, when starting to play with the Java code in the class files, I found the line in wind.class that causes this. Needless to say, I disabled it!

The code is structured so as to induce an additional upward vertical component on your plane of 1 m/s when over water and within 1000m of the surface (if memory serves.) I can divine no real physical process that would inspire such a scheme. Might it have been a 'fudge factor' introduced to compensate for carrier take-offs???? Who knows. But my game is the better for its removal, thus far.
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Prawnler

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Re: Turbulence over shorelines
« Reply #3 on: March 12, 2020, 12:11:27 PM »

Would it be possible for you to tell me how to remove that effect like you did?
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WxTech

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Re: Turbulence over shorelines
« Reply #4 on: March 12, 2020, 07:51:55 PM »

In Wind.java (decompiled from Wind.class) we find the bit of code below. Disable it by enclosing it with these character pairs (/* and */). Example:

/*
code code code....
*/

Depending on game version and Java decompiler used, the code may differ in detail (such as the variable names). But the salient parts will be readily identified.

Needless to say, one needs the necessary Java tools to do this stuff.

Code: [Select]
/*     if (Engine.land().isWater(point3d.x, point3d.y)) {
Vector3d vector3d_14_ = vector3d;
vector3d_14_.z = (vector3d_14_.z + (2.119999885559082 * (point3d.z > 250.0 ? 1.0 : point3d.z / 250.0)
  * (double) (float) (Math.cos((double) (World.getTimeofDay() * 2.0F * 3.1415927F * 0.04166666F)))));
    } */
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cbradbury

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Re: Turbulence over shorelines
« Reply #5 on: March 14, 2020, 03:36:47 AM »

This would be a really good item to include in the BAT update.
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DESPEREAUX

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Re: Turbulence over shorelines
« Reply #6 on: April 06, 2020, 03:30:23 PM »

This does not apply to this issue a little, but just in case, I think it is worth voicing.  I noticed slight hangs when crossing the coastline, it was caused by the texture of shallow water × 1024, 32bit color.. When I used the texture × 512, the situation got better.  Maybe some maps use shallow water texture × 2048, then this is really bad in my opinion.  Personally, I think that you should not use the texture of the coastal zone, more than × 512.
And for shallow water, a texture of 512 × is sufficient for a good display.
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WxTech

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Re: Turbulence over shorelines
« Reply #7 on: April 06, 2020, 06:14:50 PM »

DESPEREAUX,
I don't recall ever suffering this problem with shallows textures. Even with my old computer and its predecessor over some 15 years, and using generally 1024 textures.

Now, lots of shallows over a large area causes a noticeable fps hit whenever in view. But I've not observed some delay whenever I happen to be crossing a shoreline. There is no reason for such a specific location to result in a graphical loading hiccup. That depends on what is within the field of view, and you can be located anywhere for that.

Any consistent issue occurring upon shoreline crossing must involve an underlying event whereby a calculation is considering whether your plane is over land or water. Wind.class is certainly one such.
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DESPEREAUX

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Re: Turbulence over shorelines
« Reply #8 on: April 07, 2020, 02:59:39 AM »

Most likely it’s not a matter of resolution but the size of the texture. I made a mistake in storing the texture in 32bit color, from this its size became 4MB, with a resolution of x1024. It’s better to keep the RGB at 24 bit.
In a word, the weight of the texture is important, not its resolution.
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