C2C - Sea Curents and Wind Direction

Tesla was a genius. Edison was around at the same time. They were competitors. Western society has trouble having two "good" people competing, one must be evil or if they are both good then they would not compete but collaborate. (Plato's fault:mischief:) Tesla got bad press, in part because no one, including governments, would pay him the royalties he deserved for AC power and he complained about it loudly.
 
Bumping for primem0ver.

:bump:

Huh?

I think that GeoRealism is going to calculate these things at the game start, if we really want to add these effects we could just save those values.

True that. Both currents and winds are already in the works. Global winds only have four significant factors that affect their direction: Global pressure systems/winds, jet streams (related to global winds), continent placement, and seasons. Continent placement is directly related to seasons so those two things can be done together. Finally, jet streams (of which there are two per hemisphere making a total of four) have a minimal affect at the ground level but are strong at the altitude that planes fly.

Currents are more complex and it will take some time to adjust all the factors so that they work out correctly but I am confident it is possible. I already have nearly four of those factors in place.

Here is a look at the global wind system already in place. Arrow size is semi-proportional to speed. I am only including a thin sliver of the map since the global winds are generally the same along the same latitude. Some minor adjustments may be in order but this is basically finished.

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Reminds me of the maps in Sim Earth.

So are these only for mp generation or can we make winds and currents effect seacraft (ex. Sailboats) and aircraft (ex Hot Air Balloons) ?

Prevailing wind direction (average for entire year) would probably be useful in the game. Currents may be as well. Monthly data (as generated during the GeoRealism simulation) would not be useful however.
 
Prevailing wind direction (average for entire year) would probably be useful in the game. Currents may be as well. Monthly data (as generated during the GeoRealism simulation) would not be useful however.

Why not? Turns are tracked in volumes of months, even on the longer ones.
 
Absolutely. All turns are tracked in volumes of months. Once you get into more modern eras the defined months per turn slows down enough to see the actual month displayed.
 
The C2C DLL even allows mere days per turn but I think that is only used on eternity setting.
 
Alright then. I suppose it could potentially come in useful. I would really think long and hard about whether or not we want to keep all that data though. Remember, keeping monthly totals on a single such parameter is at least 48 bytes per tile (plot). We may be able to shorten it if we limit the numbers to degrees with no further precision (would take up a short int... 24 bytes per tile). But keep in mind that would cost conversion time for every calculation.
 
You guys said you can have multiple terrain features now right? How about a sea and wind current layer to the water tiles? Possibly make them toggleable so you can turn them on and off.
It's currently disabled functionality due to some bugs in that system, not the least of which being that only one feature can get any graphical coverage. But there were some crashes as well. Wouldn't be terribly hard to fix those probably. But how we would express it in the UI is still up in the air here.
 
Well we could maybe make it a "property" then? So when you highlight over the tile it would show up with the crime, pollution, etc.

I imagine that wind would say move pollution around.on the land and currents move pollution in the ocean.

Likewise perhaps improvements like windmills and wind turbines could get better outpit with higher winds or lower output with less winds. Thus creating stargetic points on the map. Like hills might have better winds for wind turbines.

And of course units like sailing ships and aircraft (especially balloons) would be influenced by the wind. and all boats by sea currents.
 
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