been reading pp forums as usual and it seems the wind above 17mph is not working right.....................................the quotes below are from jmk59 who i think i am right in thinking is the designer of the new wind model..................
jmk59, on 26 Jan 2018 - 01:25 AM, said:
The wind is broken above ~17mph - the effect is way overdone. Compounding this is that "wind height profile" tells you the strength of the wind at an elevation of 33 feet; at 100 feet (peak of most shots) the wind is 50% greater. So if the greatest effect on the shot is at the peak and the wind is 20mph, its really 30mph at the peak.
There were three pieces to the wind model I sent Andrew. Only one was implemented with the last patch. What needed to be said by Andrew was "the current wind model is incomplete; the full model will be in PG2". I shouldn't be the one to have speak to this.
my question is are we still having games /matches ect with the high wind setting being as it is not working?
high winds
- LES1959
- Posts: 74
- Joined: Mon Feb 23, 2015 8:54 pm
- Location: Doncaster
- Steam Profile name (Required): LES1959
high winds
Some people are like slinkies. Not much good for anything but bring a smile to your face when you push them downstairs!
Re: high winds
Hi Les,
The winds over the usual calm and breezy levels will still be in use from time to time, but because we tend to base our set-ups on forecasted weather in many cases, those days when the wind is blowing as strongly as that are rare.
Of course, the proviso would be that we have Tough Stuff, which is set to be a test, however unrealistic, of a mix of conditions to wrong-foot a player. The format of that event will not change, and so you should positively expect higher winds there.
Why will we continue to use a broken wind model? Because we believe in an evolution of the game. Whilst not having the correct effect on the ball, we will continue to use it until, and if, something with more realism comes along. Before I would hear all sorts of comment about how the wind had no effect, and now we hear it has too much. We may be waiting a while for a fix, judging by how long the last wind took to come to release, as there is no new wind in testing right now, and I think it has been stated that the physics model in the version of unity the game uses at present is not up to the job of proper wind modelling. I think that improves greatly with the version of Unity which PG2 will use.
Mike
The winds over the usual calm and breezy levels will still be in use from time to time, but because we tend to base our set-ups on forecasted weather in many cases, those days when the wind is blowing as strongly as that are rare.
Of course, the proviso would be that we have Tough Stuff, which is set to be a test, however unrealistic, of a mix of conditions to wrong-foot a player. The format of that event will not change, and so you should positively expect higher winds there.
Why will we continue to use a broken wind model? Because we believe in an evolution of the game. Whilst not having the correct effect on the ball, we will continue to use it until, and if, something with more realism comes along. Before I would hear all sorts of comment about how the wind had no effect, and now we hear it has too much. We may be waiting a while for a fix, judging by how long the last wind took to come to release, as there is no new wind in testing right now, and I think it has been stated that the physics model in the version of unity the game uses at present is not up to the job of proper wind modelling. I think that improves greatly with the version of Unity which PG2 will use.
Mike
- JMK59
- Posts: 617
- Joined: Wed Aug 30, 2017 1:02 am
- Location: SoMD
- Steam Profile name (Required): JMK59
- Has Liked: 220 times
- Been Liked: 242 times
Re: high winds
Hi Les and Mike,
I play over here also. I sent Andrew the correct equations about 3 weeks ago, but I haven't heard back from him. When he and I start talking "wind", then I think soon after there might be something to beta.
John
I play over here also. I sent Andrew the correct equations about 3 weeks ago, but I haven't heard back from him. When he and I start talking "wind", then I think soon after there might be something to beta.
John
Re: high winds
Hi John,
Thanks for the reply. I certainly hope that with your expertise and guidance we will see an improvement. I thought though that limitations in what was achievable with the current environmental modelling were part of the reason that your input given so far had not been realized into the game in a way which you would feel was accurate and credible. If there is more input likely, then I have every confidence between you and Andrew you can bring us something absolutely genuine in the way of the game's wind model. I certainly hope so, because Perfect Parallel will be doing themselves a great deal of good by getting this correct now, and come to market with a new version of the game which feels more considered and complete.
More power to your slide-rule John!
Mike
Thanks for the reply. I certainly hope that with your expertise and guidance we will see an improvement. I thought though that limitations in what was achievable with the current environmental modelling were part of the reason that your input given so far had not been realized into the game in a way which you would feel was accurate and credible. If there is more input likely, then I have every confidence between you and Andrew you can bring us something absolutely genuine in the way of the game's wind model. I certainly hope so, because Perfect Parallel will be doing themselves a great deal of good by getting this correct now, and come to market with a new version of the game which feels more considered and complete.
More power to your slide-rule John!
Mike
- JMK59
- Posts: 617
- Joined: Wed Aug 30, 2017 1:02 am
- Location: SoMD
- Steam Profile name (Required): JMK59
- Has Liked: 220 times
- Been Liked: 242 times
Re: high winds
Thanks for the confidence, Mike.
What I sent 3 weeks ago was a simpler model that Unity can handle. Unfortunately, Andrew isn't returning my PM's - I think I may have ruffled some feathers by saying the Wind model is broken. I guess we'll see.
John
What I sent 3 weeks ago was a simpler model that Unity can handle. Unfortunately, Andrew isn't returning my PM's - I think I may have ruffled some feathers by saying the Wind model is broken. I guess we'll see.
John
Re: high winds
Sounds familiarJMK59 wrote:Thanks for the confidence, Mike.
What I sent 3 weeks ago was a simpler model that Unity can handle. Unfortunately, Andrew isn't returning my PM's - I think I may have ruffled some feathers by saying the Wind model is broken. I guess we'll see.
John

