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Posted

Right now it's nearly impossible to kill units in the woods. They're nearly impossible to spot and even if you know exactly where they are, you can't hit them with anything but penetrating bombs. Even bullets from the M230 just get caught on the impenetrable canopy with not even a probability of passing through the leaves and branches. This is a problem particularly with dynamically generated enemy units.

I thereby propose that some weapons will be able to destroy trees and/or set them on fire.

Alternatively small caliber weapons should have a chance to pass through the branches, depending on the tree type and the weapon diameter in question. The more a tree is hit, the higher the probability of any subsequent shots (as the branches get destroyed)

  • Like 10
Posted

It should probably be more in line with Arma. I don't know the effects of explosives on trees, safe for that one clip of the nuclear test where they concreted a forest into the desert.

Posted

The trees now move from rotor wash. Next up will be them reacting to blast waves.  So hopefully that is steps towards generally more interactive trees and can be destroyed.

  • Like 4

i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.

Posted
On 10/22/2023 at 3:37 PM, Gunfreak said:

The trees now move from rotor wash. Next up will be them reacting to blast waves.  So hopefully that is steps towards generally more interactive trees and can be destroyed.

I hope soo... And we are awaiting... Napalm weapon, as they announce. So we must have burning tree !!!

  • Like 1
  • 3 weeks later...
Posted
On 10/24/2023 at 8:16 PM, Kappa-131st said:

I hope soo... And we are awaiting... Napalm weapon, as they announce. So we must have burning tree !!!

Hear, hear! Burning bushes are highly relevant on a couple of maps too! 😉

  • Like 2
Posted (edited)
56 minutes ago, Andurula said:

Imagine how much RAM will be eaten up keeping track of every tree in the Caucuses and recording its damage state.

They have to be kept track of anyway. Each tree has at least a 2d position, which is 2 floats or 8 bytes. an extra byte for a bool or 8 flags in a bit pattern in that single byte isn't going to blow more than a single tab in google chrome.

Suppose there are 100 million trees (which is a stretch), that'd be 100 million bytes more, or 100MB. Barely anything.

You can do even better and assume that most of those trees will never be damaged in a mission. Then you just have to store which trees are damaged in a list instead of storing that information for every tree. Which trees to store would be determined by some id for each tree (takes memory) or it's address in memory (does not use extra memory aside from storing those addresses (4 bytes each)).

Edited by FalcoGer
  • Like 3
Posted (edited)

You can try cluster bombs, that's the only way I've had any success in destroying hidden targets in the forest.It's unrealistic that the trees don't catch fire after the explosions, that's where I have a complaint...

Edited by Dragan
  • Like 1
Posted
On 11/14/2023 at 5:33 PM, Andurula said:

Imagine how much RAM will be eaten up keeping track of every tree in the Caucuses and recording its damage state.

On the flip side, you can just make it so on it the damaged trees are tracked, and if it's not tracked, it's assumed to be undamaged.

  • Like 1
Posted

Trees don't necessarily catch fire from bombs, most bombs release their energy mostly in shock wave and frags, the actual "fireball " is quite small and often blown by the force of the bomb. So there might be some fire mostly in the under brush. But unless it's very dry you won't necessarily light up trees, particularly in wetter areas. 

  • Like 2

i7 13700k @5.2ghz, GTX 5090 OC, 128Gig ram 4800mhz DDR5, M2 drive.

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