After 1.9.3.0

I thought I’d do a few circuits and prior to TO, took a look at the windsock, which had the wind coming from my left and quite strong. Too bad, because the gauge in the aircraft and the way the aircraft crabbed when landing put the wind 180 degrees from that indicated by the windsock, from the opposite direction.

I could hear thunder almost all the time I flew and hardly a cloud in the sky.

The Sensitivity adjustment panel has returned to normal.

Ok, I’m replying to myself. :grin:
After some testing at other default airports near the problem field, I think the windsock is incorrect at only one. That said, the airport in question is YRED (Australia) and is third party (add on), not MS. I wonder if the scenery developer got the windsock 180 degrees out of line, is that possible?
Anyway, the MS socks seem ok, although they are sometimes slow to react.

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It seems likely.

But it also seems likely to me that this shouldn’t, because the windsock shouldn’t need an orientation for placement, as the sock will just freely rotate around the pole.

If it really is dependent on it’s initial placement on the map, that’s just poor design.

if the windsock during placement is accidentely scaled along the x or y axis to a value of -1 the orientation of the axis might be flipped. So now it’s orientation is flipped compared to the world axis. I’m not sure if the SDK works like this, but is a common mistake in 3d software. Also faces can be inverted this way making the object dissapear if the faces are only visible from one side.

I still find the wind directions a bit buggy at this moment though. I have the feeling that there are more occassions where the wind is coming from the opposite direction…

Why would the windsock model need an orientation at all? It should freely rotate about it’s axis, so does that matter? Is it like it needs a “home” position/orientation, and it compares this to the angle of the wind, then positions the sock accordingly. It seems a bit redundant, and un-necessary to me. Wind is coming from 270, align sock to that, regardless of how it was placed.

I’m assuming in the real world they don’t have to plant them in the ground and consider their placement in this way? :slight_smile:

everything in 3d has an orientation. In 3d there’s always an x-y-z axis. And the world axis need to correspondend with the object axis. This makes it possible to place/rotate/scale objects. This also helps to make the object interact with the world around it.

now in case of the windsock, the origin of the object would be at the bottom of the pole right in the midldle. This ensures that the sock is rotating around the pole. You’re right about the sock rotating freely. But the wind in game isn’t actual wind. It’s just an physics engine that throws some numbers at the pole so it knows wich way it needs to rotate. If the 3d orientation from the windsock is flipped somehow, Those numbers will interact in different way with the windsock beaucse the wind is still in world orientation, But the windsock (objects orientation) is flipped. I’m note sure how to explain this better, sorry!

Anyway. Still not sure if the SDK works the same so might not be the reason here. Just my thought of it.

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That does kind of make sense, thanks.

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Welcome!
Please choose a proper title for your thread which actually represents what your thread is about.
This helps a lot to keep an overview and avoids people looking into threads and realizing that the topic is not relevant for them.
Thanks!

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