Storm Analysis Inc. (SAI) 1.0B (7/9/24) Changelog
RADAR/TORNADO INFORMATION
- Complete overhaul of the current radar system + optimizations
- Risk outlines with wind/tornado/hail probabilities
- Players can warn storms manually in private servers
- Ability for the map to have more than one concurrent severe risk
- Canadian radars added, with different resolutions compared to US ones
- Terminal radars added with DBZ damping
- Tornadoes are less likely to occur over water, plus tornado tracks over water do not show up and are not counted to the final count
- More realistic couplets, debris balls, etc.
- TVS markers for tornadoes
- Significant improvements to all radar products
- Radar keybinds re-added
- Added wall cloud, funnel, tornado, and wind reports
- TDS heights are now based on intensity + population density & shown next to tornadoes
- Radars can go down at the start of the day or when hit by tornadoes
- Tornado tracks appear after the tornado occludes
- Added radar ground clutter & noise
- Added color tables, plus the ability to change them
- Fixed radar bugs
- Water culling for radar
- Summary at 04z of the tornadoes/reports/warnings in the event
- Tornadoes over water no longer cause fatalities or have TDS heights
- Couplet size & shape changes
- Range folding
STORM/TORNADO BEHAVIOR
- Storm behavior/appearance is now dependent on storm relative wind, deep-layer shear, hodograph, & storm motion
- More realistic couplets, lower DBZ debris ball, and more realistic hailcores
- Forward flank downdrafts behave more similarly to the real world
- Inflow width changes with deep layer shear
- Supercell size can now vary depending on the environment
- CI more realistic (quantity & appearance)
- Tornado fatalities are now directly based on strength + population, fewer in weak tornadoes
- Storms/tornadoes can vary in intensity gradually over time while producing, depending on the environment
- High-end environments occur less often
- Supercell count is reduced in lower-end environments
- Tornadoes are less likely to be EF-U
- Tornado widths made more realistic and varied, changing during lifetime
- Several severe hazards
- Storm scale adjusted to be more realistic
- The longer tracked the tornado, the more likely it is to occlude
ENVIRONMENT
- Parcel paths fixed to be more realistic
- V-temp and Dew Point corrected on Skew-T’s
- LCL heights now function similar to the real-world
- Boundary layer decoupling/destabilization throughout the day
- Added numerous forecasting parameters (CAPE, shear, STP, etc.)
- Sounding and model viewer with Hodographs/Skew-Ts for the entire map, including the ability to view the environment several hours in advance
- Soundings evolve organically over the day
- Environment changes in spatial extent throughout the day
- Added ability for environments to have an EML
- Increased hodograph variance (shape/size)
- Thermos generate more realistically
- Dewpoints lower over the western US
- Complete UI redesign for sounding viewer
- Adjustments to environment influence on tornadic potential
MAP UPDATES
- Automatically generated, geographically accurate cities for all 50 states
~19,000 cities! - Adjusted city sizes to be less proportional to population
UI/SFX
- Complete overhaul of the main menu
- Main menu SFX effects added
- Game soundtrack added to main menu
- Credits/Settings added
- Ingame UI overhauled
- Fixed mobile zooming
- Clock adjustments (Zulu time)
- Last Updated time for radar sweeps
MISCELLANEOUS
- More realistic day/night cycle
- Fixed in game memory leaks
- General optimizations for smoother gameplay
- Added credits, a currency that will matter in future updates