AvroLanc Posted October 9, 2010 Posted October 9, 2010 Should the 3 different types of ammunition have different visual impact effects? The current impact / explosion would seem suitable for HEI and CM, but what about TP? TP rounds are just inert ball rounds with no explosive charge aren't they? I would have thought they would just kick up dirt rather than the current explosion. BS had different impact effects, will A-10? I can't tell whether the different types currently have an effect on damage inflicted to the target either - almost impossible to judge at this stage. Can anyone shed any light?
Revelation Posted October 9, 2010 Posted October 9, 2010 Still beta, may not be fully modeled/implemented yet... Win 10 Pro 64Bit | 49" UWHD AOC 5120x1440p | AMD 5900x | 64Gb DDR4 | RX 6900XT
Lio Posted October 10, 2010 Posted October 10, 2010 Also using HEI rounds strafing some infantry often the infantry survives. But not sure if this is correct or not. But i could imagin a 30mm HEI round landing one meter from you would still leave you dead. But properly a WIP with the round balancing or i might just overestimate the impact :doh: But strafing ground units have never felt so good :joystick:
VTB_Ray Posted October 10, 2010 Posted October 10, 2010 (edited) Add more dust for 30mm round impacts? First of all, this sim is incredible! I've been having a blast just flying it around and firing the gun at various things - I have yet to learn the systems / weapons employment. Being able to fly it with my Warthog is an added bonus :thumbup: Both the visual and the flight model are outstanding! Very well done, the level of detail on the jet and in the cockpit is way too cool. Anyways, I was wondering if it'd be possible to increase the amount of dust/dirt kicked up from the rounds impacting the ground? It may be an unreasonable request since the type of terrain the rounds impact will determine just how much earth is thrown back up into the air. As everyone's seen in videos, when the rounds impact the desert/dry terrain, it creates quite a dust cloud - would be cool to see that implemented. I'm looking forward to the updates and the release version. Huge thanks to Matt and to the rest of the ED team for making this sim a reality. Edited October 10, 2010 by VTB_Ray [sIGPIC][/sIGPIC] Virtual Thunderbirds, LLC | Sponsored by Thrustmaster Cooler Master HAF X Case | EVGA SuperNOVA G2 1000W PSU | EVGA Z270 Classified K | Intel Core i7 7700k @ 5.0 Ghz | 512GB Samsung 960 Pro SSD | 16 GB G.Skill TridentZ DDR4 @ 3200 MHZ | EVGA GTX 1080ti FTW3 | WD 6TB 7200 RPM | Oculus Rift | TM HOTAS Warthog | 27" ASUS VG278H 3D monitor | Windows 10 64 bit |
MTFDarkEagle Posted October 10, 2010 Posted October 10, 2010 beta ;) don't forget that, there are still issues... If it already is complete, it could be added with a mod. OT: your signature looks fine to me? --> VTB picture, with a line of text underneath it Lukas - "TIN TIN" - 9th Shrek Air Strike Squadron TIN TIN's Cockpit thread
VTB_Ray Posted October 10, 2010 Posted October 10, 2010 Very true! I keep forgetting it's beta, it's so polished already! :D Yeah, I fixed the ol' sig, operator erorr :( [sIGPIC][/sIGPIC] Virtual Thunderbirds, LLC | Sponsored by Thrustmaster Cooler Master HAF X Case | EVGA SuperNOVA G2 1000W PSU | EVGA Z270 Classified K | Intel Core i7 7700k @ 5.0 Ghz | 512GB Samsung 960 Pro SSD | 16 GB G.Skill TridentZ DDR4 @ 3200 MHZ | EVGA GTX 1080ti FTW3 | WD 6TB 7200 RPM | Oculus Rift | TM HOTAS Warthog | 27" ASUS VG278H 3D monitor | Windows 10 64 bit |
MTFDarkEagle Posted October 10, 2010 Posted October 10, 2010 sh*t happens ;) I'm so damn jealous you guys can use the warthog already!!!!:bash::notworthy: Lukas - "TIN TIN" - 9th Shrek Air Strike Squadron TIN TIN's Cockpit thread
Necroscope Posted October 10, 2010 Posted October 10, 2010 More dust = more triangles to show. More triangles to show = less FPS to you. That is the question! © :) Всех убью, один останусь!
VTB_Ray Posted October 10, 2010 Posted October 10, 2010 Haha - it is an incredible HOTAS, really - I love it! It's been holding up great, and I've been giving it a workout over the past few months, flying various sims. Good point Necroscope - maybe it could be added as a graphic option that would allow you to increase/decrease the amount of post impact dust/debris shown - would be cool! [sIGPIC][/sIGPIC] Virtual Thunderbirds, LLC | Sponsored by Thrustmaster Cooler Master HAF X Case | EVGA SuperNOVA G2 1000W PSU | EVGA Z270 Classified K | Intel Core i7 7700k @ 5.0 Ghz | 512GB Samsung 960 Pro SSD | 16 GB G.Skill TridentZ DDR4 @ 3200 MHZ | EVGA GTX 1080ti FTW3 | WD 6TB 7200 RPM | Oculus Rift | TM HOTAS Warthog | 27" ASUS VG278H 3D monitor | Windows 10 64 bit |
MTFDarkEagle Posted October 10, 2010 Posted October 10, 2010 you could also use a variable for it --> slider in the options? Lukas - "TIN TIN" - 9th Shrek Air Strike Squadron TIN TIN's Cockpit thread
Tracer2k Posted October 10, 2010 Posted October 10, 2010 (edited) Before anything, id like to see them ramp up the effectiveness of the gun. At the moment you have to hit directly to infantry to get a kill and same goes with vehicles. 30mm HE round is like a grenade when it hits the ground in reality, so trucks, infantry and any other non armored target should take damage quite a bit. The area of effect is too small at the moment.. but its a beta, so i dont want to complain too much :) Edited October 10, 2010 by Tracer2k WOOOOoooooo ------------------------------------------------------ AMD Phenom II x6 1090T 3.2GHz Black edition 8GB DDR3 1333 GeForce GTX580 Windows 7 64bit ------------------------------------------------------
Necroscope Posted October 10, 2010 Posted October 10, 2010 Good point Necroscope - maybe it could be added as a graphic option that would allow you to increase/decrease the amount of post impact dust/debris shown - would be cool! Yes, it would be cool, no doubts. But we are talking about project with limited time and budget. So it's better for me to get busy enough in realistic CAS, than to have a time to examine the dust cloud. ) Всех убью, один останусь!
thisisentchris87 Posted October 10, 2010 Posted October 10, 2010 I've had a few AI controlled A-10s fire their GAU at some tanks and the dust plume is IMMENSE! It creates mad amounts of lag and looks completely absurd. Now I haven't seen what you've seen Ray, but adding more dust than what is the currently present seems out of place. I could be looking at a bug for all I know, this did happen in Georgia. [sIGPIC][/sIGPIC] Antec DF-85 Case, Asus Sabertooth Z77, Intel i5-3570k Ivy Bridge 3.4 GHz, air-cooled with Noctua NH-D14, Corsair Vengeance 16GB, EVGA GTX 560 TI, Corsair Professional Series 750W, Creative Sound Blaster X-fi Titanium HD, ASUS EA-N66 Wireless Adapter
diveplane Posted October 10, 2010 Posted October 10, 2010 More dust = more triangles to show. More triangles to show = less FPS to you. That is the question! © :) having the options high med low settings in graphics lua , always a way round it. visuals and performance can suit everyones pc. https://www.youtube.com/user/diveplane11 DCS Audio Modding.
Malleus Posted October 10, 2010 Posted October 10, 2010 By the way, aren't only explosive rounds kick up dirt anyway? If GA's video is any indication, the current amout is okay (if it's the standard party mix of 6 AP + 1 HE) (I don't know myself yet, I've been playing for three days and haven't used a single weapon yet :) )
JIMJAM Posted October 10, 2010 Posted October 10, 2010 (edited) IMO seeing pretty puffs or clouds,smoke,debri ect is not worth the buzz kill of getting staggers or pauses at the most crucial and most exciting part of the sim. Right when you are strafing or bombing at target, BAM.... Pauses,stutters, all for the sake of some eye candy. Nah let the modders take care of it and load the extra textures if you want them. I remember Lomac was bought to its knees by all the fluff,flares and smoke. You can always add all that crap later but getting rid of it or waiting a year or 2 for the next super computer to run it is not the way to go. Concentrate on getting the core game optimized before strangling it. Edited October 10, 2010 by JIMJAM
Tracer2k Posted October 11, 2010 Posted October 11, 2010 I've seen plenty 30mm HE rounds hit some static targets and ground. They really are like hand grenades on impact. Lots of shrapnel and debris flying at high velocity. One round could easily kill or at least seriously injure someone from a distance of 3-5m. WOOOOoooooo ------------------------------------------------------ AMD Phenom II x6 1090T 3.2GHz Black edition 8GB DDR3 1333 GeForce GTX580 Windows 7 64bit ------------------------------------------------------
Tracer2k Posted October 11, 2010 Posted October 11, 2010 dont want to steal the post or anything, but what i would like to see is more realistic explosions for rockets, bombs and missiles.. they dont even need to be highly detailed or anything, but the current ones just dont look like explosions at all :P the smoke/dust coming out right after the explosion has way too big turbulence, which makes them unrealistic. this is something i have disliked way back from Lock-on times. WOOOOoooooo ------------------------------------------------------ AMD Phenom II x6 1090T 3.2GHz Black edition 8GB DDR3 1333 GeForce GTX580 Windows 7 64bit ------------------------------------------------------
ARM505 Posted October 11, 2010 Posted October 11, 2010 ...IRL. But in Lockon, and now DCS, the ineffectiveness of near-misses has been around for a long time. No doubt they're working on something to improve that of course, but it has been with us for a while.
Tracer2k Posted October 11, 2010 Posted October 11, 2010 ...IRL. But in Lockon, and now DCS, the ineffectiveness of near-misses has been around for a long time. No doubt they're working on something to improve that of course, but it has been with us for a while. Well at least against infantry in BS the HE rounds did a good job.. didn't need a direct hit WOOOOoooooo ------------------------------------------------------ AMD Phenom II x6 1090T 3.2GHz Black edition 8GB DDR3 1333 GeForce GTX580 Windows 7 64bit ------------------------------------------------------
VTB_Ray Posted October 11, 2010 Posted October 11, 2010 Given that it's a Warthog/ground attack sim, I think it's important to have the visuals modeled accurately - sims have always lacked accurate looking bomb blasts. I think it'd be a nice addition if it was something that was scalable via a slider in the graphics options, but I have no idea how involved/much work it would require to implement such. [sIGPIC][/sIGPIC] Virtual Thunderbirds, LLC | Sponsored by Thrustmaster Cooler Master HAF X Case | EVGA SuperNOVA G2 1000W PSU | EVGA Z270 Classified K | Intel Core i7 7700k @ 5.0 Ghz | 512GB Samsung 960 Pro SSD | 16 GB G.Skill TridentZ DDR4 @ 3200 MHZ | EVGA GTX 1080ti FTW3 | WD 6TB 7200 RPM | Oculus Rift | TM HOTAS Warthog | 27" ASUS VG278H 3D monitor | Windows 10 64 bit |
Tracer2k Posted October 11, 2010 Posted October 11, 2010 Given that it's a Warthog/ground attack sim, I think it's important to have the visuals modeled accurately - sims have always lacked accurate looking bomb blasts. I think it'd be a nice addition if it was something that was scalable via a slider in the graphics options, but I have no idea how involved/much work it would require to implement such. im not a game developer, and i dont know how it is implemented to the engine, but im pretty familiar with some 3d modeling programs and the particle systems in them. and i can say that the actual process of creating the explosion is pretty straight forward, but putting it to the actual sim might be a bigger job.. but then again it might not.. i can't say for sure WOOOOoooooo ------------------------------------------------------ AMD Phenom II x6 1090T 3.2GHz Black edition 8GB DDR3 1333 GeForce GTX580 Windows 7 64bit ------------------------------------------------------
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