UPDATE #2, Nov 7, 2023:
- I've expanded upon user controllability via additional conf.ini controls, existing ones renamed yet again; REPLACE ALL PREVIOUS ENTRIES.
- This means you can have the difficulty option "Wind 'n Turbulence" enabled, but have just the wind in operation by disabling turbulence--even though a mission would have a turbulence value set (and gust, but this is ignored now). In other words, if you don't like turbulence but do want the wind to be present, you need not edit the mission to make turbulence (and gust) = 0.
- As mentioned, I've taken gusts fully out of consideration, leaving just turbulence to be calculated (separate mechanical and cloud components, for both player and AI.) Where the gust value is actually used is in the (generally unlikely) case where gust > 0 AND turbulence = 0. In such case I use gust as a surrogate for turbulence, and scale the value accordingly.
- I've made a new algorithm for AI turbulence, which has better behaviour. You can elect to use my earlier (but more 'jittery') version or this new one (the conf.ini control here, TurbulenceAI, can have values of 0, 1 or 2--see below.)
-------------------------------- end of update #2 ------------------------------UPDATE #1, Nov 4, 2023: Due a report of wake turbulence causing an odd plane drift for all AI planes during an online mission, I have added the option to separately enable/disable wake turbulence for the player and AI, via an additional control on the conf.ini [Mods] section. If you have installed the first release,
replace all former conf.ini controls with those provided here.
-------------------------------- end of update #1 ------------------------------Get it here:
https://www.mediafire.com/file/0nqltw2vbrokk4e/%25210_WxTech_Wind.7z/fileFrom the included UPDATED readme file:
Turbulence, gusts and wake turbulence mod, by WxTech
UPDATE #2, Nov 7, 2023:
- I've expanded upon user controllability via additional conf.ini controls, existing ones renamed yet again; REPLACE ALL PREVIOUS ENTRIES.
- This means you can have the difficulty option "Wind 'n Turbulence" enabled, but have just the wind in operation by disabling turbulence--even though a mission would have a turbulence value set (and gust, but this is ignored now). In other words, if you don't like turbulence but do want the wind to be present, you need not edit the mission to make turbulence (and gust) = 0.
- As mentioned, I've taken gusts fully out of consideration, leaving just turbulence to be calculated (separate mechanical and cloud components, for both player and AI.) Where the gust value is actually used is in the (generally unlikely) case where gust > 0 AND turbulence = 0. In such case I use gust as a surrogate for turbulence, and scale the value accordingly.
- I've made a new algorithm for AI turbulence, which has better behaviour. You can elect to use my earlier (but more 'jittery') version or this new one (the conf.ini control here, TurbulenceAI, can have values of 0, 1 or 2--see below.)
UPDATE #1, Nov 4, 2023: Due a report of wake turbulence causing an odd plane drift for all AI planes during an online mission, I have added the option to separately enable/disable wake turbulence for the player and AI, via an additional control on the conf.ini [Mods] section. REPLACE ALL PREVIOUS ENTRIES WITH THOSE PROVIDED BELOW.
This is my own Wind.class for B.A.T. 4.0. I think it should work with all B.A.T. versions later than this, but cannot test it myself.
- The intrinsic scaling of gust intensity as 0-12 and turbulence as 0-6 is not adhered to. PlMission.class passes on gust values as 0, 8, 10, 12, and turbulence as 0, 3, 4, 5, 6. By skipping over the lower end of both scales, the effect is to go from none to a sudden jump in intensity. The gentler effects are missing; no wonder this aspect of the sim is disliked by many players. I've adjusted for this, and so now quite gentle gusts and turbulence are possible.
- B.A.T. 4.0 and later have adopted my previous work on turbulence. Here I've increased the depth of mechanical turbulence from 600m to 1200m AGL. For whatever degree the player sets, it has 2/3 intensity at the surface and 600m AGL, full intensity at 300m AGL, half intensity at 900m AGL, and zero intensity at 1200m AGL.
- I scale turbulence as wind speed. For whatever intensity the player sets, it is scaled such that for the permissible range of set wind speeds from 0-15m/s turbulence intensity is scaled to be 0.3x to 1.0x. This means that for a selected value for turbulence, varying the wind speed will cause the turbulence to vary as well. This is nod to reality.
- NEW in this release, for player and AI, is wake turbulence, taken from ZloyPetrushk0's mod of some years ago. When flying behind another plane, within a certain distance there will be some induced turbulence. The intensity scales as the number of engines the inducing plane has. The intensity is player adjustable, or it can be disabled altogether. One has the option to individually enable/disable this for the player's plane and all other AI planes.
- NEW in this release, for player and AI, is gusts. I had left this out completely before now due to the crude way it was implemented. Recently I have come to better understand Java and so have got to be able to achieve more desirable results. I treat gusts as basically another aspect of mechanical turbulence, and so have it operate in same 1200m deep zone as for mechanical turbulence. Gusts occur at a quite slower frequency to turbulence, this resulting from the transition between different parcels of air moving at different speeds. Its intensity scales as the turbulence and the wind speed.
- I've disabled mechanical turbulence for AI due to 'roughness' resulting from the rapidity of the randomizing process and the simpler AI flight model. As a substitute I use the slower-acting gust algorithm for better smoothness.
- NEW in this release is the addition of three user controls for wake turbulence to add to conf.ini. One entry is to toggle wake turbulence on or off. The other is to apply a scaling value, so that you can tune the intensity to your own liking. I recommend somewhere between 0.6 and 1; there is no upper limit, but setting 2 or 3 will make for a rough ride indeed!
Add these 4 lines to the [Mods] section of conf.ini. The 'doubled' entries starting with ";" are comments--ignored by the game--to remind you of the permitted or recommended values. I have both settings set to OFF; change "0" to "1" if you want that turbulence enabled. NOTE THAT ALL CONTROL NAMES ARE DIFFERENT to those in the first release.
========== add the following 10 lines to [Mods] section of conf.ini ==========
;TurbulencePlayer=0 //0 or 1 for disabled or enabled (mechanical and cloud components)
TurbulencePlayer=1
;TurbulenceAI=0 //0 for NONE, 1 for first method (jittery), 2 for second method (less jittery, better)
TurbulenceAI=2
;WakeTurbulencePlayer=0 //0 or 1, for disabled or enabled
WakeTurbulencePlayer=0
;WakeTurbulenceAI=0 //0 or 1, for disabled or enabled
WakeTurbulenceAI=0
;WakeTurbulenceScaler=0.67 //0.0 to 2.0; scales wake turbulence intensity (equally for player and AI)
WakeTurbulenceScaler=0.75
WxTech
Oct 28, 2023
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