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Author Topic: WxTech's 4.12 Sun and Wind classfiles  (Read 9159 times)

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SAS~Poltava

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #12 on: April 28, 2020, 03:16:13 PM »

Thanks - yet another very, very nice improvement! ⭐️⭐️⭐️⭐️⭐️
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Oleksii Tsykhaniuk & Ihor Prokopiuk May 29 2023

WxTech

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #13 on: April 28, 2020, 09:32:18 PM »

After some more test flying--landing and taxying particularly--I've come to the conclusion that the wind speed must go to zero at ground and sea surface. Because the slightest breeze can make ground handling of some planes a nightmare. Without differential braking, the plane has a wicked tendency to weathercock, and ya can't overcome it, eventually getting locked into facing into the wind.

It's too bad, because it's otherwise nice having a good crosswind right to touchdown.

I had originally made the wind 1/3 as strong on the surface as at 10m. No good. That's still to strong when the base wind speed is moderate or strong. And that 10m deep zone (a stock feature in the code) is too shallow for the purpose, because taller planes stick up into the wind where it's decidedly non-zero. ;)

I deepened this transition zone to 30m, and as noted made wind speed fall to zero at the surface. Much Better! Now one can taxi in a strong wind. Why make things brutal for yourself, eh, when not all compensatory capabilities (like differential braking) are available? The deeper zone also makes for a less sudden change during T/O and LDG.

I'll advise when the new tweak is made available. I might see about adding another alteration or two in the meantime... maybe.

Stay tuned...
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WxTech

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #14 on: April 29, 2020, 04:04:38 PM »

I decided to update the archive after just the aforementioned surface wind handling change. It makes a big enough difference to the aggravation factor when taxying about to warrant its release.

Is anyone trying out the range of wind speeds and cloud/weather type to see how it impacts the plane? Any suggestions for improvement?
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PO_MAK_249RIP

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #15 on: May 17, 2020, 02:09:22 AM »

Hi I cant get the mediafire download to work? It keeps generating a new download key or something???
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edc1

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #16 on: May 17, 2020, 02:41:30 AM »

HI
Same for me it's like in a loop
cant download it
shame
edc1
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cbradbury

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #17 on: May 17, 2020, 03:07:15 AM »

Is there any way to install this in BAT?
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Vampire_pilot

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #18 on: May 17, 2020, 10:26:40 AM »

This makes wind dependent objects like animated flags and windsocks flicker erratically.
If this could be fixed then it would be perfect, I guess.
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WxTech

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #19 on: May 17, 2020, 11:10:29 AM »

About mediafire problems... I've occasionally experienced times when this regenerating download keys occurs. After waiting a while (sometimes a day) things would eventually get back to normal.

I use some animated flags, but have not noticed any odd issues. I'll look more closely. I do not use animated windsocks, though.

Now, the animated flags I do use are simple affairs, based around a texel running a loop of images. The object has a fixed orientation, meaning it has no dependence upon the wind direction at all. I can't see how this form of rendering should have any wind dependence.

As for the wind sock, if it swivels and raises/lowers with the engine-generated wind then there is a dependence indeed.

Does the wind sock--and/or any particular animated flag--use a class file? (My flags do not.) If not, then I can't at the moment envision where I could address this. The Wind.class is a very simple affair. Now, I did assign to AI the same turbulence as for the player. If a wind sock is considered as AI, then this might be the issue. But a stationary object as AI??? That would be strange. ;)
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WxTech

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #20 on: May 17, 2020, 11:22:24 AM »

OK, I found Western's flag 'n sock mod, which I first stumbled upon when I was still at 4.08, and then forgot about.

I'll install it, and examine the class files. Hopefully I'll twig onto whatever the issue is.......
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<Gunny>

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #21 on: May 17, 2020, 02:44:00 PM »

Hi I cant get the mediafire download to work? It keeps generating a new download key or something???
Mediafire has been acting up for the last few days... I know one person who can't download anything from HIS own uploads.
So I guess we just have to give it some time......
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Vampire_pilot

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #22 on: May 18, 2020, 01:31:40 PM »

OK, I found Western's flag 'n sock mod, which I first stumbled upon when I was still at 4.08, and then forgot about.

I'll install it, and examine the class files. Hopefully I'll twig onto whatever the issue is.......

Thanks!

My observations were made in BAT. I do not know where those files originate.
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WxTech

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Re: WxTech's 4.12 Sun and Wind classfiles
« Reply #23 on: May 18, 2020, 05:33:06 PM »

As I'm in the midst of a magazine illustration run, I haven't yet installed the moving wind sock/flag mod. In the meantime, those suffering glitches should at least check for class file conflicts, by running classcheck.exe.
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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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