Mr_sukebe Posted August 30, 2017 Posted August 30, 2017 Just ripped the main blades off my Huey with some nearby branches on a tree. From what I've read in Chickenhawk and similar, whilst the rear blades on a Huey were very fragile, the main blades were strong enough to chop through bamboo and similar. So logically they should probably also be capable of chopping through normal branches in Normandy. My guess is that all of the elements of a tree have been made very strong and that it's not viable to make the main trunk strong, the surrounding leaves not. If that's the case, then please ignore this thread as I don't consider the benefits enough to justify trying to code an update. However, if trees do have variable levels of strength, might be worth revisiting which should break first, i.e. blades on a chopper, or the tree. 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
ED Team BIGNEWY Posted August 30, 2017 ED Team Posted August 30, 2017 If you have been around long enough here you will remember when we all wanted tress to be collide-able so much, good to see we have gone full circle :) I think the simple answer is don't hit the trees, to model a difference between different tree strengths would be taking it to far. p.s Love chickenhawk, one of my favourites Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
BaD CrC Posted August 30, 2017 Posted August 30, 2017 Yes, agree with Bignewy. Having collideable trees is a MAJOR step forward that rotorheads were desperately asking for since 2009! Give ED developers some praise for taking into account the small helicopter community (and a small break too :) ). https://www.blacksharkden.com http://discord.gg/blacksharkden
Johnny_Rico Posted August 30, 2017 Posted August 30, 2017 Mr_Sukebe, it took them 8 years to work out how to make the trees solid You might be waiting a while on them having variable strengths 1 METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests
FragBum Posted August 31, 2017 Posted August 31, 2017 If you have been around long enough here you will remember when we all wanted tress to be collide-able so much, good to see we have gone full circle :) I think the simple answer is don't hit the trees, to model a difference between different tree strengths would be taking it to far. p.s Love chickenhawk, one of my favourites Agree both Huey and Gazelle, you can touch them slightly but they normally bite hard. :D From what I've read it was more like minor twigs, bigger stuff was at your own risk. :smilewink: Control is an illusion which usually shatters at the least expected moment. Gazelle Mini-gun version is endorphins with rotors. See above. Currently rolling with a Asus Z390 Prime, 9600K, 32GB RAM, SSD, 2080Ti and Windows 10Pro, Rift CV1. bu0836x and Scratch Built Pedals, Collective and Cyclic.
FragBum Posted August 31, 2017 Posted August 31, 2017 Yes, agree with Bignewy. Having collideable trees is a MAJOR step forward that rotorheads were desperately asking for since 2009! Give ED developers some praise for taking into account the small helicopter community (and a small break too :) ). Plus one. :thumbup: What doesn't kill you makes you stronger, right. :D 1 Control is an illusion which usually shatters at the least expected moment. Gazelle Mini-gun version is endorphins with rotors. See above. Currently rolling with a Asus Z390 Prime, 9600K, 32GB RAM, SSD, 2080Ti and Windows 10Pro, Rift CV1. bu0836x and Scratch Built Pedals, Collective and Cyclic.
BaD CrC Posted August 31, 2017 Posted August 31, 2017 1 https://www.blacksharkden.com http://discord.gg/blacksharkden
Home Fries Posted August 31, 2017 Posted August 31, 2017 A simple solution might be to have two "hit boxes" for trees. The first hit box is the entire tree, and merely triggers the sounds of rotor collisions with branches. The second hit box covers the core area of the tree (trunk and large branches) and is a death sentence to the helo. -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide
Shadow KT Posted August 31, 2017 Posted August 31, 2017 A simple solution might be to have two "hit boxes" for trees. The first hit box is the entire tree, and merely triggers the sounds of rotor collisions with branches. The second hit box covers the core area of the tree (trunk and large branches) and is a death sentence to the helo. Or just make the hitbox smaller in general :). Just an idea, I don't fly helos, so it is whatever for me 'Shadow' Everybody gotta be offended and take it personally now-a-days
Johnny_Rico Posted August 31, 2017 Posted August 31, 2017 How about pilots treat trees the same way if they were flying in the real world in a helicopter ..... avoid at all costs and give a wide berth :-) METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests
shagrat Posted August 31, 2017 Posted August 31, 2017 A simple solution might be to have two "hit boxes" for trees. The first hit box is the entire tree, and merely triggers the sounds of rotor collisions with branches. The second hit box covers the core area of the tree (trunk and large branches) and is a death sentence to the helo. That would double the hitboxes/objects you need and thus double the performance hit by collidable trees... I would prefer the "smaller" hitboxes as they won't hit performance. That said, I am soooo happy to have collidable, LOS blocking, missile exploding trees, I actually don't care too much about "chopping branches" or not. Great, great addition and a long overdue feature for the rotorheads. Thanks ED! Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
Mr_sukebe Posted August 31, 2017 Author Posted August 31, 2017 As mentioned, it really depends upon how the trees have been coded. My guess is that the whole tree is a single unbreakable object, mainly because that would be the easiest way to code it and probably the lowest resource hog for the server. If that's true, then frankly my own concerns are so niche that it makes absolutely no sense to waste time on this when there's MUCH bigger fish to fry. I think the query only becomes relevant if ED have coded the trees in a more complex manner, e.g. with hit points, different levels of hardness across the try. Highly unlikely, but possible. If it were the case, then maybe there's an easy config that could be done. Just to re-iterate, this really isn't worth spending developer time on, unless it is VERY easy to do. 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
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