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Posted
Could anyone explain why you can collide with buildings but not with trees? where is the difference?

 

I've said this before: You always could - and still can - Collide with trees ;)

 

 

Edit: Also see this Post

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Posted

You sure that works viper. A bud of mine tried your little trick and said that trees were still not solid and there was less of them.

 

Of course, we could have done it wrong.

 

I didn't try it, as me and config's don't mix - until someone gives me the instruction in plane dumbo english

Posted

I just changed false to true in the TreesTable.sht, and the trees may be collidable, but it's hard to tell because the first attempt at loading the objects as the game started produced a string of errors, (one for each type of object in the file - the 'ALLEYA's, the TREES, the PP's, the PARKs etc ), & after returning the backup file, I just get a generic "ERROR SHAPES" ( actually 'eroor shapes' ) message with a list of all the objects described in that file...

Looks like I'm up for a re-install :-)

 

False alarm - I had re-named the original file "old TreesTable.sht" but not moved it out of the folder & when I returned to the original file after the errors I replaced its original name & changed the new file to "new TreesTable.sht", but apparently the game tried to load both despite the name change & actually removing one fixed it.

 

I'll try the "TRUE" thing again tomorrow.

Cheers.

Posted

I can hardly see why hit detection on the damned tree's can be so much bloody hassle personaly, all you need to do is set the material for the tree's to collide, you dont even need collision boxes, maybe someone is looking deeper than they need to , to achieve a sollution for this problem.

 

My first post still stands, so fingers are crossed we shall see some sort of collision with tree's possible by the time BS goes gold. :thumbup:

 

 

 

Ps,

 

Thanks for the answers so far.

Posted

I'm pretty sure it's been said before that having collidable trees wasn't a technical problem in a "oh we don't know how to implement collidable trees" way, it's a problem in a "if we make the trees collidable, then everyone has to have the same density of trees regardless of how good their video card is, or people with the graphics turned down will have paths between trees that those with them turned up don't have" way.

Cheers.

Posted
I'm pretty sure it's been said before that having collidable trees wasn't a technical problem in a "oh we don't know how to implement collidable trees" way, it's a problem in a "if we make the trees collidable, then everyone has to have the same density of trees regardless of how good their video card is, or people with the graphics turned down will have paths between trees that those with them turned up don't have" way.

 

hm... I think that doesn't make sense... same applies for structures, right? If scenery is anything other than Low buildings are there and you can colide with them... and not everyone has the same visible distance or density, right? Buildings are colideable and it's all working so why can't it work for trees.

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Posted

I think solid trees have always been on ED's agenda. As you know, the "collidable" trees option was built into the TFCSE (Lock On game engine) code. They also attempted to implement the Speedtree engine. However, neither solution worked well enough - the TFCSE engine would require a lot of uprooting and redevelopment to make solid trees practical (AI, multiplayer, performance issues) and Speedtree was too resource-demanding. At this point, since ED is already developing a new game/graphics engine, it is more efficient and probably faster for them to develop this feature there, rather than try to work backwards in the current engine.

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Posted
I'm pretty sure it's been said before that having collidable trees wasn't a technical problem in a "oh we don't know how to implement collidable trees" way, it's a problem in a "if we make the trees collidable, then everyone has to have the same density of trees regardless of how good their video card is, or people with the graphics turned down will have paths between trees that those with them turned up don't have" way.

 

It would be far better IMHO to have a system like IL2 as an option for the trees if people do not have the hardware for the full model versions we find in the Lomac engine etc, that way nobody is getting an advantage, and us people who wanna play the "SIM" in a form of realism which is more fitting for flying NOE with a chopper can finaly do so :)

 

Like already said it seems this loop in the system already exists if you take into account all the other collidables in the engine, buildings, structures etc, why comprimise something which is supposed to be a reference simulation with something so obviously bad, or why not have a tick box for collidable trees on/off for online play..........so many alternatives.

 

That said your explanation and point is very valid, im just advocating that this is an important issue which IMHO cannot just be brushed away based on such a one sided argument.

Posted
(...)im just advocating that this is an important issue which IMHO cannot just be brushed away based on such a one sided argument.
Nobody mentioned about bushes, telephone line and lamp posts in/near towns. All these objects are very important for NOE flights.
Posted
Nobody mentioned about bushes, telephone line and lamp posts in/near towns. All these objects are very important for NOE flights.

 

Will it possible to collide with power lines?

Posted
In LockOn it is already possible... Well, it doesn't make any hurt to the plane - it just cuts the lines.

 

It doesn't just gives a bang sound, in flanker it did hurt you. But yeah, power lines and choppers seem to be hot here :P So that's mandatory for Black Shark :P Wonder if the Ka-50 is better at cutting cables than a conventional chopper.

 

What about slight rotor inbalances, say the tip of one of them decides to disappear due to some object hitting either you or the other way around, how long until that thing will vibrate itself apart?

Creedence Clearwater Revival:worthy:

Posted
Nobody mentioned about bushes, telephone line and lamp posts in/near towns. All these objects are very important for NOE flights.

 

But of course ! :) Trees would be a good start tho :music_whistling:

  • ED Team
Posted

This is a subject already being hotly discussed within the team and if there is feasible way to implement it without breaking other aspects of the simulation, the team will do so. However, when DCS transitions to the new engine, then for sure this feature will be implemented.

Posted

The fact you guys are talking about it is good, Not sure I can speak for everyone else but even the most crude way of implementing this would be better than nothing at all :)

 

Hope you guys can figure something out :thumbup:, even if it means that just offline mode toggles the tree's to collidable objects to keep the MP side of the argument equal.

Posted

This is a little late, but one thing about the "collision box" concept. This was used in MSFS (I believe) and worked a little because two such boxes intercecting meant instant death, even if it was an A380 striking a shrub. However, with DCS' advanced damage model, that kind of thing might be very difficult to implement I can just imagine angry videos of noses being sheared off after a collision with air, or the whole thing just exploding when one got too low. This is definately something to not mess up, and I think when the new engine comes we might be seeing the average player's system going up in power enough for some nice interactivity.

 

I'm not saying this is reasonable for performance, but the vegetation in Crysis is damn slick.

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