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Posted

I´m interested in the "tree issue" as well.

For Black Shark to be a credible copter sim trees should provide both visual cover and serious obstacles.

The current state of trees not having a collision model is already annoying for CAS pilots, for the copter to come this detail would spoil the game to a large extent.

Has this issue already been discussed elsewhere in this forum? Did ED already comment on it?

If not, I would like ask the developers if they will do something about the trees in 1.2?

"For aviators like us, the sky is not the limit - it's our home!"

Posted

Some months ago Chizh has made a remark that new trees would be introduced into Black Shark. But since this isn't on the feature list of 1.2 and considering that a high detal terrain has been mentioned in regard to Tank Killers, it is kind of a open question now.

 

But I have no doubth that at least the current trees will influence LOS in 1.2, otherwise the whole helo thing would be kind of pointless.

Posted
Some months ago Chizh has made a remark that new trees would be introduced into Black Shark. But since this isn't on the feature list of 1.2 and considering that a high detal terrain has been mentioned in regard to Tank Killers, it is kind of a open question now.

 

But I have no doubth that at least the current trees will influence LOS in 1.2, otherwise the whole helo thing would be kind of pointless.

You also need to be able to collide with trees, something I've missed since Flanker 2, it just feels stupid to fly right through the trees when you're going NoE.

i7-2600k@4GHz, 8GB, R9 280X 3GB, SSD, HOTAS WH, Pro Flight Combat Pedals, TIR5

Posted

You should be able to fly through the edges of trees, but not the middle ...

I think the trees shouldn't give you much protection (other than visual cover & radar clutter) from any of the (projectile) weapons on flyables firing down (ie unless you're firing horizontaly through a forest). Rounds fired down from the guns on A10s, Su25 / 25T, F15 etc. are going to mostly meet thin air & any that don't are going to clear the way for those that follow.. Proximity fuses on missiles might get confused though.

Perhaps model an invisible colidable cylinder (truck) 2/3 the hight & 1/5 the width of the tree in the middle, then you can still clip the tree tops with a wing & not crash & burn. Same with a rotor hovering in a clearing, get some cover from rounds etc, but not just plow through the trees or get instant safety when you drop into them. ( would also mean that say - tanks, could fire at a chopper (or tank) through the trees & if it was lucky find a clear path for the shell, but mostly if there are any number of trees, hit a trunk).

Make the colidable bit damageable - trees catch fire & once burnt don't colide any more.

Cheers.

Posted
You should be able to fly through the edges of trees, but not the middle ...

I think the trees shouldn't give you much protection (other than visual cover & radar clutter) from any of the (projectile) weapons on flyables firing down (ie unless you're firing horizontaly through a forest). Rounds fired down from the guns on A10s, Su25 / 25T, F15 etc. are going to mostly meet thin air & any that don't are going to clear the way for those that follow.. Proximity fuses on missiles might get confused though.

Perhaps model an invisible colidable cylinder (truck) 2/3 the hight & 1/5 the width of the tree in the middle, then you can still clip the tree tops with a wing & not crash & burn. Same with a rotor hovering in a clearing, get some cover from rounds etc, but not just plow through the trees or get instant safety when you drop into them. ( would also mean that say - tanks, could fire at a chopper (or tank) through the trees & if it was lucky find a clear path for the shell, but mostly if there are any number of trees, hit a trunk).

Make the colidable bit damageable - trees catch fire & once burnt don't colide any more.

Yes, trees shouldn't catch fire from everything though. Something like this may sound advanced, but is probably possible to implement without too much problems as the model needs only to be an approximation of the reality and no way near as advanced to feel real.

i7-2600k@4GHz, 8GB, R9 280X 3GB, SSD, HOTAS WH, Pro Flight Combat Pedals, TIR5

Posted
You also need to be able to collide with trees, something I've missed since Flanker 2, it just feels stupid to fly right through the trees when you're going NoE.

there is a setting I think that you can change to have your trees solid.

(requires changing a value from false to true or 0 to 1, can't remember though.

is this ok?

Posted
there is a setting I think that you can change to have your trees solid.

(requires changing a value from false to true or 0 to 1, can't remember though.

Oh yes! Please tell me that it takes only a setting value change to make trees real obstacles!

Please, please, please someone tell me which setting in which config needs to be changed!!!

"For aviators like us, the sky is not the limit - it's our home!"

Posted
Oh yes! Please tell me that it takes only a setting value change to make trees real obstacles!

Please, please, please someone tell me which setting in which config needs to be changed!!!

 

 

Try this and post if it works please ;)

 

Go to your Lomac demo\Bazar folder. In there you'll find 2 files. ForestTable.sht and TreesTable.sht. You can open these with NotePad.
// ...
TreesTable
{
default
{
vis = 1;
shadow= "";
load = { false, false};
fire = { 0, 0};
username = "";
classname = "lObject";
positioning = "BY_XZ";
collidable = true;

Near the very top, you'll see entries that look like these. The bottom line there "collidable =" is set by default to "false". Change it to true, then save the file.
Do this to the ForestTable.sht also if you want the forested area trees collidable.

 

YEY for search!!!

http://forums.ubi.com/groupee/forums/a/tpc/f/38610606/m/21310657/r/21310657#21310657

is this ok?

Guest ruggbutt
Posted

It's scary how much LOC and I are in sync sometimes. I have copies backed up of all versions of LOMAC's installs, and I was looking in the files for the answer when LOC ICQ's me and asks me about the trees. Then I decide to see if UBI's search function wanted to work today, so I find the thread about the same time that he ICQ's me the link to the same thread.

 

Give it a try and let us know if it works in 1.11 (it worked in 1.01) and if you get a performance hit.

Posted

Wilco, thanks for the quick replies!

 

EDIT: tested it thoroughly with "collidable = true" for both trees and forests in SP and MP. No collisions other than with the ground or buildings happened...:D :( :confused:

Seems like this worked only for the 1.0 demo and maybe earlier versions.

  • Like 1

"For aviators like us, the sky is not the limit - it's our home!"

Posted

*bump*

 

Trees not "working" in 1.11 (see above).

Any suggestions for now or news about tree behaviour in future releases?

"For aviators like us, the sky is not the limit - it's our home!"

  • 1 year later...
Posted

Hehe, nice thread from 2005. But let' see how get on with this now, closer to the release of BS. I haven't seen any ED member's post in this thread. Do we have any insight on vehicle damage modeling in BS? Any changes possible in the future? Would be nicwe to see an SPA exploding like the ammo-dump in 1.1 and a Humvee or M818 humiliated by 10 rounds of 50cal. :)

ED please say YES or NO:notworthy:

[sIGPIC]http://www.forum.lockon.ru/signaturepics/sigpic5279_1.gif[/sIGPIC]

I could shot down a Kitchen :smartass:

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