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Madog

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Everything posted by Madog

  1. Hmm, i think it is not really about a new grafics engine. Nor does the "death" animation of a vehicle depend on the ai - code (at least that is what i think). It seems to me, there are several stages of dieing once a vehicle is hit: 1 - it slows to a halt 2 - it catches fire 3 - it explodes 4 - the wreck burns 5 - the wreck stops burning. I think number 1 and number 2 only occour on a certain damage level above a rateing for vehicle death and below a rating for instant explosion. Those levels seem to vary with the type of the vehicle, but the general procedure seems to be the same for all. I have never seen a vehicle being hit in real life, but judgeing from videos, i think there should be three ways: Way A: 1- it slows to a halt Way B: 1 - it catches fire 2 - the wreck burns 3 - the wreck stops burning. Way C: 1 - it slows to a halt 2 - it catches fire 3 - it explodes 4 - the wreck burns 5 - the wreck stops burning. Which way a vehicle death works should depend two factors: 1) with what was the vehicle hit - burning or even explosions with usual (ap) gun fire is rather unlikely, where as incinertaing munitions (explosives) should light or explode a vehicle more often than not 2) how hard was the vehicle hit - one S8 should not leave a BMP burning where as serveral could have that effect.... since those different ways would probably require code edits (which as i understand would come with a new grafics engine), i guess it wont be realized in the near future. but maybe one could modify the damage level required to a vehicle explosion way up, so they would not occur as easily as they do now.... what do you guys think?
  2. +1 Good idea! :) Requested this in http://forums.eagle.ru/showpost.php?p=558605&postcount=195
  3. You are right, but if you are not discovered because you are inside the forest, or the enemy can not see you because he is, the problem of shooting through many trees would not arise. At least not commonly. I grant there are situations where the above mentioned idea fails, but at least it would reduce unrealistic situations.
  4. Hey there, some random thoughts: are trees a cover at all? In the Bundswehr i was taught that trees generally suck as cover since even a MG 3 can punch through up to 70 cm of wood. Never mind 20 or 30mm rounds. So trees probably do not hold of anything. But then again, trees can be used for concealment (as mentioned - hovering behind trees). This would not real protect a helicopter but delay detection, since as soon as you pop up or shoot you would probably be detected anyways, due to smoke trails or being visible against the sky background. As for lasing... well if i would sit inside a tank of some sort, and suspect someone wanting to kill me behind a tree 1.5 km away, i would lase something near that area and shoot the damn tree :) Another thought on concealment: wouldn't the downwash make you more visible, because it strongly moves the trees around you? So, to implement this in the sim, the trees do not need to be solid at all (since most times trees would not stop rounds or missiles / rockets), all that needs to be added is a modifier to the visibility of the helicopter. For example: being near a forested area (not single standing trees - i think of the light green shaded areas in the overview map), lets say 10, 20m outside from the treeline, or 5 or more meters inside, and below 10 m in height, the heli visibilty should be considerably reduced. Since we already can not see through the trees no modification needs to be added to not be able to see outside. For the AI being inside a forested area (lets say 30 m inside or something like that) the ability to visually aquire targets should be reduced to a fixed range (100 - 200 m maybe?). Of course the problem of being able to fly drive through trees would not be solved, but things would get fairer. It still would be hard to see enemys between the trees, but thats all right i thing because in real life, someone covering inside a forest would indeed be hard to spot - so thats realistic in a way. Since BS already offers the possiblity to trigger situations depending on the location of a player, this might not be so hard to implement, but would only be a variation of the existing trigger model (i've got no clue of programming, just guessing) What do you guys think?
  5. DHA lets the auto pilot fly directly towards the waypoint, DTA lets it fly the designated route (as planned in the mission editor)
  6. I now am _SURE_ i will crash in so absurd ways :)
  7. Hey, i have not read the whole thread, so this is possible been asked before. Anyway: I noticed in the Weapons #1 P=roducer's Notes that vehicles which are hit by gunshots tend to explode. Would it be possible to change that animation to something more realistic. After all vehicles do not really explode when hit... rather they are just disabled in some way. Indeed i think, real world pilots do have a hard time to assess if they "killed" a truck. Probably one would shoot more rounds than necerssary to be sure to kill the vehicle, and spend more time assessing the damage, or just would leave without being sure. I'd find this a good addition, because it adds some of the uncertainty of a real world attack (at least as i imagine it). Thx in advance :)
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