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Posted

I don't know where to put it.

 

I think it would be nicer if units did not always explode when they are destroyed. When firing at a civilian car, for example, it could just catch fire and lay there to burn.

 

I like how tank slow down and explode after a short time. But when they are shot with something other than a missil, they could only stop and burn and randomly explode much later (amunition cookoff).

 

I say this, because from all the millions of war videos I saw, I think it would be more realistic that way.

  • Like 1
Posted
I don't know where to put it.

 

I think it would be nicer if units did not always explode when they are destroyed. When firing at a civilian car, for example, it could just catch fire and lay there to burn.

 

I like how tank slow down and explode after a short time. But when they are shot with something other than a missil, they could only stop and burn and randomly explode much later (amunition cookoff).

 

I say this, because from all the millions of war videos I saw, I think it would be more realistic that way.

 

+1

 

That's pretty obvious in the quickstart-mission with the trucks. If you strafe them in a row, they all drive, burn and explode in the exact same way, which looks a bit odd.

 

Well, I guess the new AI-routines will at least make them TRY to evade, if they see a chopper coming directly from the front.... please...?

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Posted

I think explosion effects are currently very limited with the old engine. There were comments that this will be improved with the advent of the new engine.

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Posted
I think explosion effects are currently very limited with the old engine. There were comments that this will be improved with the advent of the new engine.

 

Im convinced that with the A-10 module, alot of the ground units/terrain/trees will all be upgraded! :D

 

they have a steady base engine, now, the world is their oyster!

Posted
Im convinced that with the A-10 module, alot of the ground units/terrain/trees will all be upgraded! :D

 

they have a steady base engine, now, the world is their oyster!

 

I wouldn't count on that, looking at some statements that were made, the new engine is still quite far away, most likely more than the A-10 :(

Good, fast, cheap. Choose any two.

Come let's eat grandpa!

Use punctuation, save lives!

Posted
I think explosion effects are currently very limited with the old engine. There were comments that this will be improved with the advent of the new engine.

 

 

OLD ENGINE ! ? ! ? ... then what the hell took them two years ?

 

 

.

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Posted
I wouldn't count on that, looking at some statements that were made, the new engine is still quite far away, most likely more than the A-10 :(

 

I dont know, I remember, (God knows if I can find the exact thread), but Wags said that the ground stuff will be upgraded for the A-10 model. To what extent exactly, I dunno, but from what I understand they have a scalable technology that will continue to grow (similar to Valve's Source engine that keeps getting new features every time they release a game built on it).

Posted

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?

Posted

I'm with the OP and Madog. We don't need a new engine to get closer to reality in the "enemy death" field. Currently everything explodes, I think it's done that way so we can effectively see that it's dead, but it's not at all real IMO. Something as simple as a light fire (with no explosion, or a variable-time explosion, wich can happen between 5 sec and 3 minutes, for example) should be enough.

 

I don't like the vehicles exploding at the exact same time, or always exploding when hit.

Posted

Many things is limited due of old engine, so I wouldn't expect miracles until new engine will come out.

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Posted

Like what ACE (Advanced Combat Environment) mod did to ArmA. Before the vehicles just blew up. Now they can be destroyed in many different ways. Cars taken out with a machinegun will just catch fire after a while. A tank being hit with SABOT can go out in different ways like just go POFF. Small dust cloud and nothing more. It can explode and after maybe 20 seconds you see ammo go off in sparks-like explosions. Some just burn etc. So nicely done. And it was all done with an addon ;)

 

Maybe we can see something similar later on in BS.

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Alex "Snuffer" D.

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Posted

Yes the overhaul would be where this kind of thing would happen, the engine was designed for A2A damage models mainly.

 

Oh and does A.C.E. do all that, I should try it one day.

Posted

In all seriousness, this *is* present in BS. Just look closer.

 

Didn't you ever have to use more than one Vikhr on a target? Look how it brews after the shot.

 

Ok, it could be implemented better, but what the OP means, at least as I understand it, is indeed featured.

Posted

Also , bare in mind that it may not an "old engine" limitation, but an implementation and testing limitation!.

ie. they probably could have gone to a lot of trouble coming up with alternative ways of units dying, but was that anywhere near as important as say fixing a game breaking bug, or, making sure the PVI800 works properly ? (just examples)

 

It's all about a fixed allocation of resources and a very real deadline... "pretty" stuff , like that would be a necessary sacrifice to the time gods.

 

I'm sure though, as time (and money!) roles by , these sorts of improvements can and will be made...just dont expect all of everything to be 100% all at once, or they'd never have released anything! :)

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