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Author Topic: Christmas project :- weather  (Read 17669 times)

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Stainless

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Re: Christmas project :- weather
« Reply #60 on: March 16, 2016, 10:04:27 AM »

You can stick in real world pressure readings and it will make a fair approximation of what really happened.

I ran a test the other day with data from a UK weather satellite.

It wasn't by any means 100% accurate, but it was generally correct.

The rain storm in my simulation arrived at Portsmouth at 13.10, in real life it arrived at 12.42

I will live with that.

The alternative is to ship the game with a Cray II super computer per user, not a good idea I think.



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Pursuivant

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Re: Christmas project :- weather
« Reply #61 on: March 21, 2016, 11:32:32 AM »

You can stick in real world pressure readings and it will make a fair approximation of what really happened.

That sounds very good.

I'm thinking that as long as you can input an air pressure, air temperature, humidity, and 10ths of cloud cover reading and get output that's halfway realistic, that's should be fine.

Perhaps historical accuracy could be improved a bit if you have multiple pressure, temperature and humidity readings, wind speed/direction, cloud base and precipitation, but it's obviously a flight sim, not a weather simulator.

Weather conditions for a particular time and place could be set up as preset files by 3rd party contributors.

No supercomputer needed, although desktop computers are getting there, at least by historical standards.
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Stainless

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Re: Christmas project :- weather
« Reply #62 on: March 22, 2016, 03:47:53 AM »

Was putting together a demo and found a massive bug.

Video quality sucks though

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Stallwarning

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Re: Christmas project :- weather
« Reply #63 on: June 26, 2017, 05:12:05 AM »

Nice!  :)
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