Wind is possible all ready, in a way. It is only used to control cloud movement, speed wise. Here is an excerpt from one of the weather blueprints (Foggy Heavy Rain).
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<WeatherTypeClear>
<cWeatherType>
<WindDirection d:type="sFloat32" d:alt_encoding="00000000FB21F93F" d:precision="string">1.5708</WindDirection>
<WindSpeed d:type="sFloat32" d:alt_encoding="000000A04D9CCC3F" d:precision="string">0.22352</WindSpeed>
<PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType>
<PrecipitationDensity d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</PrecipitationDensity>
<PrecipitationSpeed d:type="sFloat32" d:alt_encoding="000000E0F44A3F40" d:precision="string">31.2928</PrecipitationSpeed>
<FogOverride d:type="cDeltaString">eTrue</FogOverride>
<FogColour>
<cHcColour>
<Red d:type="sFloat32" d:alt_encoding="00000080DBDADA3F" d:precision="string">0.419608</Red>
<Green d:type="sFloat32" d:alt_encoding="000000809D9BDB3F" d:precision="string">0.431373</Green>
<Blue d:type="sFloat32" d:alt_encoding="000000405F5EDE3F" d:precision="string">0.47451</Blue>
<Alpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Alpha>
</cHcColour>
</FogColour>
<FogStart d:type="sFloat32" d:alt_encoding="0000000000006940" d:precision="string">200</FogStart>
<FogEnd d:type="sFloat32" d:alt_encoding="0000000000E08540" d:precision="string">700</FogEnd>
<LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningDensity>
<LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningFrequency>
<BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</BlendInTime>
<CloudType d:type="cDeltaString">eCloudClear</CloudType>
</cWeatherType>
</WeatherTypeClear>
A wind sound is also linked to this value, however, I do believe this variable needs to be faster to be able to hear it. But judging by how fast the clouds move already (much, much, too fast) I wouldn't touch this value, but rather adjust the sound blueprint. It would be nice to have wind that would create air resistance on the consist. Or perhaps, what they mean, is that they are implementing new variables you can change in game to suit the weather to the scenario perfectly, without the need for complex blueprint editing.
They exist everywhere. You may not see them, but they're there. Awww yeeeaaaahhhh, 20% Cooler! /)