Author Topic: Smoke at burning bases  (Read 401 times)

Offline oboe

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Smoke at burning bases
« on: May 31, 2012, 06:35:08 AM »
Currently we have this:


Thinking something along these lines would look more realistic (even if smoke is not animated at such a distance to save on FR, or the smoke could even replace the fire graphic completely):

Offline Letalis

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Re: Smoke at burning bases
« Reply #1 on: June 02, 2012, 03:29:31 PM »
<--Can't understand why this hasn't gotten a single +1

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Offline Pigslilspaz

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Re: Smoke at burning bases
« Reply #2 on: June 02, 2012, 03:33:46 PM »

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Offline Mongoose

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Re: Smoke at burning bases
« Reply #3 on: June 03, 2012, 04:52:37 PM »
The level of fire and smoke indicate how much longer the item will remain destroyed.  We have fire, then fire and smoke, and finally just smoke.  After that, the item is rebuilt.  I don't remember how long each stage lasts.
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Offline oboe

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Re: Smoke at burning bases
« Reply #4 on: June 03, 2012, 05:13:06 PM »
The level of fire and smoke indicate how much longer the item will remain destroyed.  We have fire, then fire and smoke, and finally just smoke.  After that, the item is rebuilt.  I don't remember how long each stage lasts.

Ah that makes sense, but I'd sooner see fire and dark smoke, then just dark smoke, then light smoke before the item rebuilds. I've only seen fire without smoke on a gas grill.

Offline Rob52240

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Re: Smoke at burning bases
« Reply #5 on: June 05, 2012, 09:28:33 PM »
+1

In real life it's a lot easier to see the smoke from a distance than the actual fire.
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Offline Pand

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Re: Smoke at burning bases
« Reply #6 on: June 05, 2012, 11:56:06 PM »
The level of fire and smoke indicate how much longer the item will remain destroyed.  We have fire, then fire and smoke, and finally just smoke.  After that, the item is rebuilt.  I don't remember how long each stage lasts.
I'm not sure that's how it works, but that sounds like a fantastic idea :) +1

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Offline Hazard69

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Re: Smoke at burning bases
« Reply #7 on: June 05, 2012, 11:58:50 PM »
+1, but only if it comes with the option of disabling smoke all together........  :devil

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Offline Babalonian

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Re: Smoke at burning bases
« Reply #8 on: June 06, 2012, 04:09:32 PM »
Twords the last half of their down/damaged/burning time, when the fires begin smoldering, I'd like the smoke to act more as a low fog, engulfing the field or the corner of it that was damaged.  I think it'd be cool, a little more realistic, add a level of dificulty to follow-up bombing and help disipate the enemy and cover uppers in an active runway vulch as the base comes back up.  It's not like it would be impossible to keep vulching through it either, or for expereinced bombers to pinpoint their targets.
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Offline Chilli

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Re: Smoke at burning bases
« Reply #9 on: June 06, 2012, 04:25:12 PM »
The level of fire and smoke indicate how much longer the item will remain destroyed.  We have fire, then fire and smoke, and finally just smoke.  After that, the item is rebuilt.  I don't remember how long each stage lasts.

+1   :aok

I hadn't thought of it in those terms (what we would actually most likely see in the real world) >>>> Fire >>>>> Fire + Smoke >>>>>> Smoke  then repaired.

And yes the smoke would in my opinion be the default level of detail for great distances in daylight.  (I could be wrong, just recalling the brush fires in the mountains near where I used to live.  It seems the fires would nearly be invisible from the distance until nightime when they were spooky reminders that the pictures from the action news teams were not purely hype).