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Special Effects

FlightIG includes extensive special effects using dynamic geometry and textures. Geometry-based special effects are fully scalable in size
and controllable in color.

You can find out more about our special effects by reading below.


Read more in-depth information on FightIG:
BaseIG Overview
Standard & Optional Features
Broad User Configurability
Environment Effects
Special Effects
Lights/Light Systems
Mission Functions
Transport Delay
Overload Prevention/Management

Tracers   Tracers fly out in a ballistic trajectory with specified color, brightness, and burn time.
Smoke, dust, fire, debris, flak, explosions   Smoke or dust, debris, fire, and explosions (air, ground, and water bursts) are implemented as particle animations.
Missile trail   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.
Propeller and rotor   The propeller effect can be scaled to appear as an aircraft propeller or helicopter rotor. Rotation rate and the number of blades are controllable.
Rotor wash on water   Rotor wash creates concentric rings on the water's surface.
Flash   Muzzle flash.
Decoy flares   Decoy flares appear as bright point sources with a smoke trail; correlated effects are provided for NVG and IR views.
Illumination flares   Illumination flares are implemented similarly to decoy flares, except they additionally serve as local light sources in the scene.
Dynamic entity shadows   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.)
Wind socks and other wind effects   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.
Cultural damage effects   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.
Custom effects   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.