Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Experimenting with an aerial smoke screen effect  (Read 174 times)

0 Members and 1 Guest are viewing this topic.

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Experimenting with an aerial smoke screen effect
« on: January 17, 2025, 07:19:42 PM »

B.A.T. supports additional airshow smoke effects beyond the original red/green smoke emitted from the wingtips. These three additional smokes are red, white and blue, and are toggled cyclically with the same airshow smoke key assignment. The point of emission is the first engine smoke hook.

To enable these extra smokes, in the conf.ini [Mods] section these lines must be present:

  AirShowSmoke=4  //0=original wingtip red/green; [1=red, 2=white, 3=blue, emitted from engine hook, cycled]; 4=smoke screen
  AirShowSmokeEnhanced=1  //applies to new AirShowSmoke (not red/green wingtip), 0=single effect only, 1=two additional effects to lengthen

The current implementation AirshowSmoke can equal 0, 1, 2 or 3. When set to 0, only the old red-green wingtip smoke is created. When 1, 2 or 3 are set, the smoke toggles between the new red, white and blue effects. AirShowSmokeEnhanced enables the generation of two additional effects, to fill in gaps and make for a longer smoke trail.

In my experiment I've added another smoke effect to serve as a smoke screen, enabled when AirShowSmoke=4. This effect has the three different effects lasting 15, 30 and 60 seconds, growing to a much larger size, with differing negative vertical velocity to create a kind of 'curtain' that is higher than it is wide. The screenshot pair below shows this.

This is just an experiment to see what's possible in making a reasonably effective smoke screen. In this implementation it can apply to ANY plane having the appropriate engine smoke hook. A proper implementation would have the effect tied to just certain planes, or better yet to a weapon that is a proper smoke dispenser.

In this test run the plane is at about 800 feet AGL.


Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Re: Experimenting with an aerial smoke screen effect
« Reply #1 on: January 17, 2025, 07:26:28 PM »

A good way to work this into a new weapon class is to provide a limited total duration of smoke generation. This would allow to set an even longer live time without a too-large total number of particles being visible at one time. Currently I have the live time set to 60 seconds for the longest lived effect of the three, but this could be extended to a couple or more minutes.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

genXgamer

  • member
  • Offline Offline
  • Posts: 1385
Re: Experimenting with an aerial smoke screen effect
« Reply #2 on: January 17, 2025, 10:35:06 PM »

I wonder if tweaking it you could get a water bomber effect.

The second screenshot kind of looks like it from side on.
Logged
Go in quickly - Punch hard - Get out!

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Re: Experimenting with an aerial smoke screen effect
« Reply #3 on: January 18, 2025, 12:18:00 AM »

Certainly, a water dump appearance could be obtained to at least a certain degree. The real trick would be to implement code to terminate fires within a certain distance of the drop. 😀
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
Pages: [1]   Go Up
 

Page created in 0.028 seconds with 24 queries.