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Author Topic: NEW turbulence, gusts and wake turbulence for B.A.T.  (Read 4125 times)

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TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #36 on: December 24, 2023, 01:11:25 AM »

okay
Since I mentioned windshear in the midst of my brain fart.
Is it possible to realize it?
Use the gusts to generate extra wind for a long, sustained period of time.
And then randomly interrupt/generate the wind or change the wind direction to simulate wind shear?

It's just an idea.  ;)
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WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #37 on: December 24, 2023, 01:20:50 AM »

I'll do some cogitating on it. At first blush, this would be more sensible to limit to fairly close to the ground (no higher than ~1km), and perhaps up at the cirrus cloud level (more so for mid latitude maps, to suggest a kind of 'jet stream' effect).
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #38 on: January 12, 2024, 07:30:36 PM »

It's been half a month since my last reply
I would like to ask if wind shear is possible?
Since the gusts feature has been blocked, we might as well use it for a new feature.
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WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #39 on: January 12, 2024, 07:50:28 PM »

Several simultaneous projects keep me pretty thinly spread. I can't tackle all that I would like to. Adding shear is kind of sucking on the hind teat right now...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #40 on: January 12, 2024, 09:11:37 PM »

Relax. I'm just asking about the feasibility.
I'll leave the rest to time.
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TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #41 on: March 27, 2024, 02:32:50 AM »

Is it possible to add wind shear functions to the implementation list this year? :P
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WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #42 on: March 27, 2024, 07:38:14 AM »

I've recently 'repurposed ' the gust variable as follows:

If turbulence is zero but gusts are set to > 0, the gust value is scaled appropriately so that it is treated like turbulence.

If both turbulence and gusts are > 0, the gust value becomes a multiplication factor applied to turbulence.

Application shear would ideally be done in hilly or mountainous terrain. If all maps had some part at or near sea level, one could probably use a simple terrain elevation threshold: For land less than this elevation, no shear; for land of higher elevation, shear applies within some height range above the surface.

Even better would be to restrict shear to areas where the elevation changes notably, but that would require more sophisticated examination of map_h.tga within some radius of the plane (as might be done for AI maneuvering?).
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TXZCJSP

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #43 on: March 28, 2024, 07:20:58 AM »

Seems like it would be hard to achieve?
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WxTech

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Re: NEW turbulence, gusts and wake turbulence for B.A.T.
« Reply #44 on: March 28, 2024, 09:59:04 AM »

A simplified treatment which uses just a fixed terrain height threshold would be dead easy to do. The main problem would arise for any map which has largely 'smooth' topography but a high general land elevation.

In my view, low level (i.e., within some depth above ground level) shear should be confined to more rugged terrain, not simply be tied to terrain height by itself.

One work-around would be to create a new map load.ini entry which specifies for that map whether shear should be invoked or not. For example, a load.ini containing a line like

  WIND_SHEAR_ENABLED

would enable the application of shear when the plane is over terrain of a set elevation and when the plane is below the height threshold over ground.

An additional degree of control could be afforded by altering the former load.ini entry to

  WIND_SHEAR_GROUND_HEIGHT 400

This would simultaneously enable shear and set the terrain height lower limit over which it is active. Here, only when one is over terrain at an elevation of 400m or higher will shear be experienced. If the load.ini has no such entry, shear is disabled by default.

The advantage here is that it can better accommodate the differing terrain among maps. For maps having mountains of considerable height, or if the lower elevations are already at no small height above sea level, or if most of the map is at or near sea level and only small parts are mountainous, the shear threshold height could be raised so as to best harmonize with the map's disposition of terrain.

And so an effective two-part control, which enables/disables AND allows to fine-tune a height threshold for a given map, would go some ways toward an invocation of shear which does comport, to some small degree at least, with physical principles.
 
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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