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SASrecon
Jun 5 2011, 18:51
Hi, I'm sure you can work out what my suggestion is from the title, here are some examples of what is affected:

More realistic (and in some cases more fun) flying, if this feature works well in TOH (http://forums.bistudio.com/showpost.php?p=1943943&postcount=53&highlight=Wind+overhauled+direct+flight+model), I guess it could be implemented into ARMA III.
Parachuting could also be affected and strong winds would make it harder to glide into the direction the wind is coming from.

Affected bullet flight-paths like in ACE (http://ace.dev-heaven.net/wagn/Wind_Deflection).
Module-based feature, so the wind can be adjusted (possibly under the weather module), removed or set as random by the mission maker.
Smoke will be affected and for a challenge of good placement of a smoke grenade one will have to consider which way the wind is blowing to provide useful visual-obstruction from the enemy.
Small boats which sit high in the water would be affected by wind, from what I can tell at the moment the waves in ARMA2 only cause boats to move up and down, maybe in ARMA3 there could be some lean-type rotation/movement in boats.

I'm sure there are other things which could be affected by wind but here's just an idea which I'd like to see feedback of, from the community :rolleyes2:

b00ce
Jun 5 2011, 18:54
Smoke is already effected by wind.

SASrecon
Jun 5 2011, 19:08
Smoke is already effected by wind.
But you can't tell in which direction the wind is blowing unless it's raining, I'd like there to be some sort of togglable indicator, maybe on the map, which tells you.

Steakslim
Jun 5 2011, 19:08
How about this, smoke (particles) effected by vehicles pass through or near. Cars, trucks, the rotorwash from a helicopter and probably more

DMarkwick
Jun 5 2011, 19:55
But you can't tell in which direction the wind is blowing unless it's raining, I'd like there to be some sort of togglable indicator, maybe on the map, which tells you.

I made a little wind-direction thingy when I made the smoke grenade viewblock addon for ArmA1, but people generally didn't like it as part of the addon. In any case, this is really easy to script in, but it does mean adding an action or some other control for the player to access. Sometimes its better to leave extra functionality for addons, or the default game becomes bogged down by functionality that some people will wish to lose in any case.

columdrum
Jun 5 2011, 19:56
for me with sync wind and weather effects would be enough, because in arma2 right now one client can se its raining other that its foggy and each one have the wind on a diferent direction( that could end on advantages/disadvantages in pvp because they wouldn't see the smoke going on the same direction). The rest always can be done by addons :P, but it would be really nice that the wind would affect long sniper shots and artillery calculations :).

CarlGustaffa
Jun 5 2011, 23:08
* Affect smoke - already in.
* Affect parachute - already in (at least with non steerable chutes).
* Affect grass and trees - already in.
* Affect bullets - personally I think better rocket trajectories is way higher on the list, by gravity. Feels more like it belongs in ACE.
* Affect boas - unsure, wouldn't it just be a pain? They're already pretty bad as you can't push them back into the water.
* Becoming synched - already in, kinda. Not hard to make a weather script with synched wind, although the quick subtle changes will always occur.
* Affect waves - you forgot this one. Currently overcast drives waves, rather than wind.

If only setOvercast and setFog could work properly in parallel, things would get easier for most, as you don't have to sequence the effects.

Rye
Jun 6 2011, 08:25
Affect waves is very important to affect swell, strength and current shifts. I'd like to see it but it's not important - just be cool for water ops.

Affect boats as in the way they move within the water depending on swell? Small boats can easily tip and it's hard to cover a good amount of distance with heavy wind and waves. Lol, CG, it's about time they implement pushing them back into the water, we'd see them used more often.

Affect bullets, yes please but modders will get around to that if not.

Big Dawg KS
Jun 6 2011, 18:11
Right now wind is just a global property; it would be nice to have localized wind forces that could vary in different areas. It would also be nice to be able to add wind forces with scripting given a velocity and position.

DMarkwick
Jun 6 2011, 18:17
Right now wind is just a global property; it would be nice to have localized wind forces that could vary in different areas. It would also be nice to be able to add wind forces with scripting given a velocity and position.

Wind is a global property, but it can still be different from client to client. I think, all things considered, wind synch would be preferable. So clients see the same smoke effects for example.

Rye
Jun 7 2011, 02:37
Right now wind is just a global property; it would be nice to have localized wind forces that could vary in different areas. It would also be nice to be able to add wind forces with scripting given a velocity and position.

Agreed. If ACRE can make objects/terrain distort sound waves then surely objects can distort wind. I agree with you, it should be affected by terrain. Though if I want to take a shot and I have wind coming from my left to right and I have a big ass building to my left that would mean there should be less wind affecting my flight path. Doubt it'll ever happen but it's just something I'd like to see.

maturin
Jun 7 2011, 02:50
Though if I want to take a shot and I have wind coming from my left to right and I have a big ass building to my left that would mean there should be less wind affecting my flight path. Doubt it'll ever happen but it's just something I'd like to see.

It's certainly doable. The question is how expensive is it in a game already beset by netcode issues?

Dysta
Jun 7 2011, 09:19
Not just for wind, but TOTAL environment simulation. Like Gravity, Earth-spin, Air Pressure, Temperature, Wet rate, Weathers, everything natural in the air should have to be simulated as well. With these are on, there will be more alternative and various possibility of the bullet flight, aerial vehicle flights, weapon conditions, and so on.

rcdxph
Jun 7 2011, 09:50
The MM5 (short for Fifth-Generation Penn State/NCAR Mesoscale Model) should be used into the ARMA3.

Tankbuster
Jun 7 2011, 10:01
Soldiers do suffer from wind in my experience.

CarlGustaffa
Jun 7 2011, 12:33
More so if the wind comes from a fellow soldier :D

@<hidden>: Nah, let's take the simulation down to molecular, atomic, or subatomic level - way better. Sorry, but I'd like to have a game that runs good enough to play too.

No I'm fairly content with the weather. Most people are too lazy/uninformed to do proper weather simulations anyway, and just settle on a random 0-1 or something like that. With an interest in aviation, I know my weather, but still I tend to go for the easier solutions for missions. Semi randomness, with sequenced fog/overcast combined with synced wind and rain is enough for me.

AN-2 (http://www.youtube.com/watch?v=eqW7LhZxUs0) in crosswind landing - try doing this in a realistic simulator, without having the required controls to cross. This is also an experienced pilot on the type.

Rye
Jun 11 2011, 07:34
YES! Wind to affect helicopters and other aircraft.

SpetS15
Jun 11 2011, 20:04
I wish that smoke can be affeted by helicopters and explosion, but it would be too much o.O
Actually, the smoke is affected by the wind, and using WarFX the smoke grenades looks awesome in Arma2

Uziyahu--IDF
Jun 12 2011, 17:07
Even moderately-simulated wind will make helicopter flight look a lot more realistic because the player/A.I. will have to constantly adjust his vector to stay on course.

Kelley13
Jun 13 2011, 03:49
all you need to do to make this game great is implement the mods like ace 2

Big Dawg KS
Jun 13 2011, 04:39
all you need to do to make this game great is implement the mods like ace 2

Lol no...

Steakslim
Jun 13 2011, 04:52
Perhaps some features inspired by ACE 2 (not that BIS hasn't done that before).....but ACE 2 itself, no.

zooloo75
Apr 17 2013, 21:56
http://forums.bistudio.com/showthread.php?153076-Wind-Simulation-on-bullets-Script
I made a wind simulation script for bullets a few days ago - not perfect, but the effect is visible :)

EDIT - Oh wow, I feel dumb - last post was in 2011 -.-

white
Apr 17 2013, 22:11
i would vote yes but the poll is locked.

Qazdar
Apr 18 2013, 11:21
Now,ACE mod has become an obligation ? not a necessity ?

Making a so called mil-sim without wind simulation is a joke ... if bis doesn't do this and that,what would they do then ?

Sneakson
Apr 18 2013, 12:10
Wind would be nice... I wouldn't even mind some audiovisual effects related to wind. Blurry vision (unless you wear goggles, which most people do), sniffing...

maturin
Apr 18 2013, 12:24
Sniping is stupidly easy without wind.

white
Apr 18 2013, 20:15
Sniping is stupidly easy without wind.

one could argue is pretty close to how it works in bf.... let the torches come.

let me just put this here... http://www.youtube.com/watch?v=P_gHxfVf-FQ

artemas
Apr 18 2013, 20:50
an attractive way of providing a wind indicator is throwing some particle effects into the game that blow around, like leaves or tufts of grass. The stronger the wind the more of them there are, with little wind, few or none. Plenty of other games do this to add to ambiance, and an especially pretty example exists in Bad Company 2 what with the blowing sand or snow.

metalcraze
Apr 21 2013, 00:45
ACE mod has proven time and again that wind simulation is possible in ArmA and only improves firefights extending them, even making sniping require experience and skill - and all that without the need to change AI in-engine. ArmA3 has to have it.


an attractive way of providing a wind indicator is throwing some particle effects into the game that blow around, like leaves or tufts of grass. The stronger the wind the more of them there are, with little wind, few or none. Plenty of other games do this to add to ambiance, and an especially pretty example exists in Bad Company 2 what with the blowing sand or snow.

There's all that already incl. wind direction and power, even wind gusts since A3 - wind just doesn't affect bullets.

maturin
Apr 21 2013, 06:38
Just do it, BI, even if only for sniper-type weapons. Then the modders will happily expand it to the last pistol round and grenade.

zooloo75
Apr 21 2013, 06:43
ACE mod has proven time and again that wind simulation is possible in ArmA and only improves firefights extending them, even making sniping require experience and skill - and all that without the need to change AI in-engine. ArmA3 has to have it.



There's all that already incl. wind direction and power, even wind gusts since A3 - wind just doesn't affect bullets.

It's not only possible, but very easy to make. I understand if BIS doesn't want to put it in - it gives us (the modders/users) the chance to make our own systems for this the way we want it.
http://forums.bistudio.com/showthread.php?153076-Wind-Simulation-on-bullets-Script

Pulverizer
Apr 21 2013, 14:31
It's trivial to make "wind simulation" wrong but extremely difficult to do right. So keep it to mods.

maturin
Apr 21 2013, 14:55
There's nothing difficult about it. You just watched modders do it twice.

And almost without exception, whatever modders can do is ten times easier for the people who have the source code at their fingertips. We do everything with bailing wire and ducktape at the moment.

The only problem with ACE windage, for example, is the lack of a simple server-side variable for controlling like all other weather. That and the understandable exemption for AI.

Bee8190
Apr 21 2013, 16:34
Getting accurate shots at people at 500m or even lot more is still ridiculously easy and I'm far from good shot. This can really ruin any MP game if the folk knows at least the basics of how to shoot guns in arma. If it's not so hard to implement as posts above suggest, I honestly have no idea what are we waiting for BI