New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Wind weather overhaul #797
Conversation
ulteq
commented
Apr 21, 2015
- Added real world weather data for Stratis/Altis (https://weatherspark.com/averages/32194/Lemnos-Limnos-North-Aegean-Islands-Greece)
- Added temperature and humidity randomization on mission start
- Overworked the client side getWind function for more dynamic wind speeds
- Minimum and maximum wind speeds are calculated on mission start
- Reference wind direction is calculated on mission start
…indWeatherOverhaul
* Moved the wind data into CfgWorlds.hpp * Modified the contents of ACE_WIND_PARAMS * new getWind function for the clients * new wind init based on the real world weather data
Are these changes randomizing wind again between two clients with those getWind changes? It looks like they are. This completely negates the whole purpose of this; which was to make sure wind speeds are synchronized between a spotter and sniper. Are the variances small enough between clients? |
No, the randomization is done on the server and broadcasted, similar to the old system. It's just that client side computation is more rich (more variations), while still being synced. |
…indWeatherOverhaul
Then disregard my comment, I'm good with it. |
Is it correct/by design that changing weather by Zeus or MCC is no longer possible? |
Correct. We have not added the appropriate calls in those associated modules yet. @ulteq we need to add changing the weather parameters when changed via a module |
…indWeatherOverhaul
This pull request is focused on improving the wind based on real world data. |
call FUNC(getMapData); | ||
|
||
// Randomization | ||
GVAR(temperatureShift) = 3 - random 6; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
For clarity these parameters should only be inited on the server
Do you plan to make it optional and let the mission maker decide which "source" of weather is primary (weather from editor+ACE or weather from Zeus/MCC)? |
No, there's no plans for that yet (it was the same on ACE2). Some aspects of vanilla weather is not synced properly across the network, which lead to inconsistent ballistics, etc. Maybe we could at some point allow editor moduls, API calls or Zeus Modules to modify our simulation |
I suggest you open a issue for this. |