Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Keiler on January 06, 2007, 04:30:57 AM
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I am pretty sure I am not the only one who thinks the splashes by those huge guns should be larger.
Not sure how difficult it is to implement, but they should be really huge (I am talking 100ft+ of dust, as they are in RL), and easily visible from long range.
Same but with smaller impacts, for 5"ers.
Now its nearly impossible to judge where both those biggies land when one is over a few miles away from target.
Plus, I think that the splashes in water from 8" should be distiguishable from 5"ers as well.
Best regards!
Matt
[edit]
Why the heck is the post sequence inversed? Weird. Shouldn't be my post first (threadstarter)?
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The triple 8" splash gives you an idea when you are shooting over water, the biggest problem is that when shooting at shore targets all you see is a little puff where the shell hits. If anything, the shore hit sprite needs to be adjusted.
If you've ever watched old footage of shore bombardment, one thing that stands out is the SMOKE - not from smoke rounds, but from the explosion / fires caused by the HE rounds. If we could model that somehow, it would solve the problem and add a dimension to the game as well as shore bombardment of an airbase would put smoke on the field.
I'd suggest adding a small black smoke puffer to the 5" and 8" HE rounds - it would not have to last as long as a "real" smoke round, and it should be a different color as well. In actuality, this helps both sides of the bombardment - the gunner gets a more visible hit sprite initially, but the field and it's targets will gradually be obscured by the continuing bombardment.
EagleDNY
$.02
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Originally posted by EagleDNY
The triple 8" splash gives you an idea when you are shooting over water, the biggest problem is that when shooting at shore targets all you see is a little puff where the shell hits. If anything, the shore hit sprite needs to be adjusted.
If you've ever watched old footage of shore bombardment, one thing that stands out is the SMOKE - not from smoke rounds, but from the explosion / fires caused by the HE rounds. If we could model that somehow, it would solve the problem and add a dimension to the game as well as shore bombardment of an airbase would put smoke on the field.
I'd suggest adding a small black smoke puffer to the 5" and 8" HE rounds - it would not have to last as long as a "real" smoke round, and it should be a different color as well. In actuality, this helps both sides of the bombardment - the gunner gets a more visible hit sprite initially, but the field and it's targets will gradually be obscured by the continuing bombardment.
EagleDNY
$.02
^ ^ ^ I Agree ^ ^ ^
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Somehow you posted tomorrow...
0.o
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:huh
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I agree, impact should look larger and also the impact sounds need to bigger, noisier. The flash and smoke from the 8" should be larger too, right now I dont think it makes smoke, the 5" does though.
I tried one time to find the sound file for the CV guns firing and impacts/explosions to try some different sounds but no joy.
For Keiler, you arent here yet, you will post that tomorrow :cool:
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BAH...
8 Inch's just aint enough
GIVE US 14.96 INCH's :confused: Man thats gotta smart... :p
http://www.bismarck-class.dk/technicallayout/armament/artillery380skc34.html (http://www.bismarck-class.dk/technicallayout/armament/artillery380skc34.html)
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I agree, lotsa smoke/dust, bigger craters, sound doesnt matter, custom sound mods...
Keiler go into ur bios and change ur time back 1 day
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i 8th the motion.
:)
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that would really help
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I agree. Hard to tell where your rounds are hitting on shore unless you hit a structure. Black soot infused dirt cone spraying into the air on a structure miss, similar but with fire infused on a structure hit; that would be great.
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I'd like to see dye markers on the 8" rounds as well, so that you can tell which splash is yours. Sure, I know, you aren't supposed to miss, but it happens, and it'd be nice to know how much to adjust.