Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: Silent6 on April 27, 2016, 06:38:09 PM

Title: burning, smoking wreckage
Post by: Silent6 on April 27, 2016, 06:38:09 PM
Hey is it possible to have dramatic impact explosions when someone your fighting augers in? I hate it when you lose someone your fighting only to find they augered in when you didnt see them. Some smoking wreckage for a 30 seconds or so would be cool too.
Title: Re: burning, smoking wreckage
Post by: Vraciu on April 27, 2016, 08:05:46 PM
Hey is it possible to have dramatic impact explosions when someone your fighting augers in? I hate it when you lose someone your fighting only to find they augered in when you didnt see them. Some smoking wreckage for a 30 seconds or so would be cool too.



+1
Title: Re: burning, smoking wreckage
Post by: oboe on April 27, 2016, 08:33:17 PM
+1

Title: Re: burning, smoking wreckage
Post by: nrshida on April 28, 2016, 02:08:27 AM
Great idea. Running joke that the DA furbal lake must've been pretty deep to hide all the wreckage in it  :rofl

Title: Re: burning, smoking wreckage
Post by: save on April 28, 2016, 02:46:47 AM
Should appy to burning vehicles too.
+1
Title: Re: burning, smoking wreckage
Post by: Bizman on April 28, 2016, 09:37:43 AM
Yeppers, too often the enemy dot just disappears, leaving the rest asking each other where it did go.
Title: Re: burning, smoking wreckage
Post by: DubiousKB on April 28, 2016, 10:32:02 AM
great idea +1  Hopefully super easy to implement. 


<shame Wreckage Begin> **INSERT TEARS OF DOWNED PILOT**, Factor ego size, multiply by BBS whines (to determine size of flaming wreckage) </Shame Wreckage End>
Title: Re: burning, smoking wreckage
Post by: MADe on April 28, 2016, 12:29:31 PM
FA had this.

My guess is that AH does not because of what it would do hardware wise. More cpu cycles to render more stuff. Look at how peeps talk about certain issues now, frame rates, latency. This is strictly my opinion.

It would and does look cool but trade offs are necessary for that 600 player server, for that player that has a mid range pc.
Title: Re: burning, smoking wreckage
Post by: Vraciu on April 28, 2016, 12:35:07 PM
FA had this.

My guess is that AH does not because of what it would do hardware wise. More cpu cycles to render more stuff. Look at how peeps talk about certain issues now, frame rates, latency. This is strictly my opinion.

It would and does look cool but trade offs are necessary for that 600 player server, for that player that has a mid range pc.

The FR hits for AH3 render that argument moot.    A smoking hole won't even be noticed in that regard compared to what is already there.
Title: Re: burning, smoking wreckage
Post by: Peanut1 on April 28, 2016, 01:13:00 PM
Huge + 1
Title: Re: burning, smoking wreckage
Post by: bustr on April 28, 2016, 02:54:55 PM
A couple of the times Adolf Galland was shot down, was due to watching for his kill to hit the ground so he could claim the kill.
Title: Re: burning, smoking wreckage
Post by: Arlo on April 28, 2016, 03:49:09 PM
The FR hits for AH3 render that argument moot.    A smoking hole won't even be noticed in that regard compared to what is already there.

This would be a presumption on your part, however.
Title: Re: burning, smoking wreckage
Post by: bustr on April 28, 2016, 04:15:02 PM
Maybe it's along the lines of why the game doesn't have mounds of burning and burnt out tank shells all over a spawn camp. Arlo did you read what I posted happened to frame rates, when I did that giant photo op setup on my gunnery terrain by placing every ride in the game first down both sides of a runway, then all together on the giant marsden matting rearm pad?

My frame rates were stuck at 20 and below while all the grass clutter was reduced to basic sand because of the objects. Now take a furball with guys dropping like fly's. To have all those clustered burning objects is just like my placing all of those planes in one small area on my map.

I could do an experiment because I still have the res files for those photo op terrain setups. I would set all the plane objects from structure to fuel bunker. Then rocket and gun them so they burn like fuel bunkers. Bet my FPS would drop to 1, and I did all of those photo ops with a GTX760.

Title: Re: burning, smoking wreckage
Post by: Arlo on April 28, 2016, 04:27:31 PM
Maybe it's along the lines of why the game doesn't have mounds of burning and burnt out tank shells all over a spawn camp. Arlo did you read what I posted happened to frame rates, when I did that giant photo op setup on my gunnery terrain by placing every ride in the game first down both sides of a runway, then all together on the giant marsden matting rearm pad?

My frame rates were stuck at 20 and below while all the grass clutter was reduced to basic sand because of the objects. Now take a furball with guys dropping like fly's. To have all those clustered burning objects is just like my placing all of those planes in one small area on my map.

I could do an experiment because I still have the res files for those photo op terrain setups. I would set all the plane objects from structure to fuel bunker. Then rocket and gun them so they burn like fuel bunkers. Bet my FPS would drop to 1, and I did all of those photo ops with a GTX760.

I suspect you may be right.
Title: Re: burning, smoking wreckage
Post by: Mister Fork on April 28, 2016, 04:50:30 PM
+1

Even if a spawn point has many vehicles burning because puppy campers are popping them like bubble-wrap under the feet of a 5 year old - it makes sense to have it for like 20-30 seconds and then disappear.  And if it slows down the framerate, a good incentive for the puppy campers to move along and give your opponent more than 3 seconds before popping their turret.

Most MMO do have wreckage that burn in place after crashing/blowing up for at least 30 seconds so that if you turned around for a second or two and then looked forward again, you know something happened.    And as mentioned above, especially when someone augers that you're dog-fighting and you miss it, it at least gives you some feedback they crashed.

Title: Re: burning, smoking wreckage
Post by: DubiousKB on April 28, 2016, 04:52:33 PM
In regards to the burning wreckage causing significant FPS drop, is that the case with the special effects in the AvA arena?  ( i understand apples to oranges here, but as a reference)

There's some really nice explosion effects that would appear to be an eye-candy drain on resources, but I never noticed any drop in FPS when guys were "dropping like flies" there...

obviously nobody wants the game to be unplayable, myself included. Balance isn't easy when opinions are involved.

Maybe not in the MA, but would make for some interesting screenshots in FSO or scenarios.....

End all be all = Does it add to the experience of the game without adding to the required hardware?

Bustr, am I out to left field or closein my assessment?   
Title: Re: burning, smoking wreckage
Post by: NatCigg on April 28, 2016, 06:24:01 PM
+1

The effects should be in 3D and with sound and dirt dings on the windscreen.  :old:

p.s. water splashes and streaking drips.  :old:

 :x
Title: Re: burning, smoking wreckage
Post by: hgtonyvi on April 29, 2016, 12:37:47 AM
I can recall seeing planes in AH2 Spark flames but don't completely go on fire...This was a while back I seen it tho.