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| Tracers |
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Tracers fly out in a ballistic trajectory with
specified color, brightness, and burn time. |
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| Smoke, dust, fire, debris,
flak, explosions |
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Smoke or dust, debris, fire, and explosions (air,
ground, and water bursts) are implemented as particle animations. |
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| Missile trail |
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Missile trails are created as dynamic geometry
trailing in the path of the entity to which it is attached; the plume
widens and dissipates with distance, with controllable parameters. |
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| Propeller and rotor |
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The propeller effect can be scaled to appear as
an aircraft propeller or helicopter rotor. Rotation rate and the number
of blades are controllable. |
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| Rotor wash on water |
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Rotor wash creates concentric rings on the water's
surface. |
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| Flash |
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Muzzle flash. |
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| Decoy flares |
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Decoy flares appear as bright point sources with
a smoke trail; correlated effects are provided for NVG and IR views.
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| Illumination flares |
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Illumination flares are implemented similarly
to decoy flares, except they additionally serve as local light sources
in the scene. |
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| Dynamic entity shadows |
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Ownship and air targets cast dynamic shadows on
the ground beneath them according to Sun position. (Dynamic entity
shadows consume the capacity of an entity.) |
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| Wind socks and other wind
effects |
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Windsock extension and orientation reflect wind
speed and direction. Wind additionally affects smoke. Cloud motion
can be correlated to the speed of winds aloft at the cloud layer via
host control. The ocean surface can be correlated to surface wind
speed, direction, and fetch by host control of sea state and direction.
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| Cultural damage effects
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FlightIG supports damage effects to all 3D cultural
features. This is accomplished in part through database design, in
which all potentially damageable features are assigned unique feature
IDs. The tactical simulation then downloads a list at initialization
that contains the damageable feature IDs and a reference to the damage
substitution model. FlightIG then substitutes the damaged model for
the normal model in realtime under host control. |
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| Custom effects |
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FlightIG effects can be tailored to represent
specific weapons. Particle animations offer a wide range of controls,
including the size and number of particles, time-variable colors and
textures, and the effects of wind and gravity. |