Author Topic: hit sprites  (Read 418 times)

Offline Hristo

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hit sprites
« on: September 18, 2000, 05:41:00 AM »
Downtown mentioned this in another thread, but I believe it deserves a separate thread.

Right now all hit sprites are the same.

For instance, a .30 cal hit produces same flash as 30 mm from MK 108. Hardly believeable.


Suggestions :

1) How about modeling different hit sprites ? MG hits should look different from HE shell impact and so on.

Seems pretty simple fix, and all the work would be done by shooter's FE.

2) Scale hit effects with range. Was it really possible to see the .50 cal AP hit at 1000 yards ???

Again, I think it is not so much work for programming but would add more realism.

Offline GrinBird

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hit sprites
« Reply #1 on: September 18, 2000, 07:59:00 AM »
Yes Hristo I agree, would be nice to have different flashes for different ammo.
EAW has a simple solution of the problem. It shows Cannon hits as flashes and  shows 303/50 caliber hits as a kind of dark dust where you hit. That would probably not be enuf to satisfy realism freaks like you   ...because only HE rounds should flash, 20 mm AP rounds shouldent produce a flash at all, - should they?
My concern on the subject is the effect on gameplay. In a fast and mean furball where you are in the six of a bad guy, and have 4-5 others on your six, its pretty important to know how you hit the plane in front of you because you havent got time to stay around too long and admire your handywork. When flying a plane with both machineguns and cannons it can be important to know if you hit with cannons or machineguns.
An example: Yesterday in a furball I followed a P51 with my N1K in a hi G turn I gave him a good deflection burst and his left wing flashed for a long time, but stayed on, a bit later he leveled out and from his six I took him down with a single shot. I wondered about this but came to the conclusion that in the Hi-G deflection shots I hit him with the machineguns because of their better firing rate and less sensitivity of  G-force. As soon as we fly with less G and deflection I hit him with my cannons. The point is that I cant see this during fight, and I cant correct deflection to hit with cannons because I cant tell which is which. Here the EAW solution was perfect.


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GrinBird

[This message has been edited by GrinBird (edited 09-18-2000).]

Offline Ripsnort

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hit sprites
« Reply #2 on: September 18, 2000, 08:05:00 AM »
I would also like to add different color tracers for ammo type.

Offline Swager

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hit sprites
« Reply #3 on: September 18, 2000, 09:38:00 AM »
The size of the hit sprites don't bother me.  I very seldom get to see them anyways.

 
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Offline Ripsnort

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« Reply #4 on: September 18, 2000, 09:42:00 AM »
Yeah, right,  "Osterswag"  

Offline Karnak

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« Reply #5 on: September 18, 2000, 10:19:00 AM »
Lets also lose the hit sprites being seen through the control panel.

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AKSeaWulfe

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hit sprites
« Reply #6 on: September 18, 2000, 05:25:00 PM »
Grinbird,

Yes the EAW way is very neat and pleasing to the eye.

Would AP rounds produce a flash? That's something only someone who's fired an AP round at a metal object could answer with certainty. I've fired a .22 at a car for target practice(don't worry, it was old and overgrown with grass ;-), when the rifle bullet impacted the metal it would make a small spark(flash). This was sporadic though, I think it all depends on the angle it hits and how the bullet deforms upon impact, also how the metal on the car tore away. Reading books, OTOH, Mustang pilots would talk of how they saw flashes across the wings of their target when the bullets hit. So I assume anything metal will "flash" when it impacts another metal object at high speed. As far as HE rounds, those would explode rather than flash and some had a delayed fuse so they'd explode underneath the skin of the aircraft doing some amazing amounts of damage.

I agree another form of hit sprites would be appealing to the eye, but I think that may be down a bit on the list for HTC.
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Offline Sancho

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hit sprites
« Reply #7 on: September 18, 2000, 05:32:00 PM »
[double post]

[This message has been edited by Sancho (edited 09-18-2000).]

Offline Sancho

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hit sprites
« Reply #8 on: September 18, 2000, 05:40:00 PM »
I remember last year seeing Humvee mounted 50 cal M2s firing at tank hulks at a range at Fort Hood.  They had to be about 1000 yards downrange.  And there were visible flashes as the rounds impacted.  The flashes were sporadic.

Offline Hristo

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hit sprites
« Reply #9 on: September 19, 2000, 01:21:00 AM »
Yes, I agree that even AP should produce a flash, in form of sparks. Not everytime, but sporadic.

Right now we have every caliber/type hit producing something what looks like a small explosion.

And at greater ranges it is not scaled properly, it gets as large as a plane itself. Even .30 cal at 500+ yards.

IMO we really need different flashes for different ammo types. Will AP have sparks or grey "dust" is another question.

Also, scaling the hit sprites properly will be a good addition, it might reduce long range sniping.

Hans

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hit sprites
« Reply #10 on: September 19, 2000, 02:38:00 AM »
I don't have a problem with the hit sprites.  I do agree that the Z-buffering bug with hit sprites being drawn over the instrument panel graphics should be fixed.

My probem is the hit sprites for tanks.  I have noticed its somewhat sporadic when firing at buildings.  Sometimes you get a "dirt shot" hit sprite when you've actually hit the building.

Hans.

funked

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hit sprites
« Reply #11 on: September 19, 2000, 02:39:00 AM »
The main problem is that I CAN SEE HIT SPRITES THROUGH MY INSTRUMENT PANEL.

 

Offline Maverick

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hit sprites
« Reply #12 on: September 19, 2000, 04:18:00 PM »
I have fired 30 cals, 50 cals and 105's at metal targets as well as some convenient rocks down range. There are definately hit sprites. Very visible flashes from hits with intensity based on size of projectile and metal content of target.

Flashes should be there if bullets hit the metalic patrs of a plane. No flash if it just hit a fabric skin like the rudder or elevator of many planes.

Mav
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