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pátek 13. listopadu 2015

Bomb craters implementation

I would like to start discussion about craters made by bombs. We all know the craters are not realistic and I would like to find out why. I do not want craters everywhere. But the basic locations like runways and airfields could contain this feature.

Here is my suggestion. See the animation bellow. There is a mesh with green texture representing fixed mesh which is fix surface for vehicles so any object will hit the mesh, it will not pass through. The mesh is not flat, but under runway object there is a "hole in the earth" 5 meters deep. The terrain and runway grid is 0.25m square. Whilst the grass and hole are fixed/solid mesh, the runway is created from 2D objects containing the information whether the surface is solid or not. Hence if it is visible and solid aircrafts can go over it. If the object is not visible, the square will disappear, but still exists in the memory. I speak about very simple object maybe bearing only few information like int id, int x, int y, int solid.

Yet few info about dimensions. Grass 21,250x116m, Runway 9x103,5m. 36x414 = 14904 squares on runway, should be 232.875 kbyte block of memory.

There is also crater object (3,6m diameter), which is fixed and can be linked from memory. You could create as many craters as needed, also various sizes of craters depending on the bomb size. When the bomb hits the runway surface, it will create a crater under it and change state of the runway objects in its impact radius. The runway in this radius will disappear. Any aircraft going over the runway when the hole is present will fall into the hole same as any ground vehicle. The craters could disappear after some time. The time limit could depend on type of game. E.g. AB could have one minute, realistic battles could have 2-5 minutes depending on size of the map. The state will be returned back to solid = 1; after the time elapsed.

[media]https://www.youtube.com/watch?v=3HMJN5GGdNg&feature=youtu.be[/media]

Notice, I didn't use triangles or any extra shapes. I just deleted those edges which was in the "inner circle" of the crater. The inner circle it is the second "circle"  from the top. There are slight empty areas to be visible but you should realize what the runway grid represents. It represents solid surface, not the texture. AFAIK you can use your own texture independently on the object and to add blending in the area of crater. If this would affect performance in negative way, lets find better solution for the texture. But I see these thing as two unrelated things.


2l94kzc.jpg

Of sure, the hole in ground is not limited to the runway.

Now I would like to know what the developers think about it, if this is possible to implement for performance reasons. We already have objects in game where aircrafts can land like aircraft carriers, so I am interested how many of these objects can be in game without losing the performance significantly?

Impact zone:

331iump.jpg

DISCUSSION

TheCeltic, on 12 Nov 2015 - 11:26 PM, said:
A single bomber would be able to cause an airfield to become unusable.
Because it would completely disrupt the mid-game.  Right now, about half way through an RB match, most players RTB to repair, refuel, or rearm.  Making craters actual objects would make that impossible in many matches.  I'm all for RB being more realistic - I use to support adding depth to craters myself - but on the maps we play on, there have to be limitations.


I agree that some players could be angry. But in real world if your airport is bombed it makes you impossible to make your aircrafts take off or even landing. It's failture of the team which failed to secure the airfield. For game it would be solution to add more airfields (not much realistic though). I already suggested to make improvised places where aircraft could refuel low-octane fuel. Just normal fuel could be taken anywhere as improvised solution. Some kinds of maps could not used that definitely. For example the domination where you have e.g. one runway or even three, but two or three bombs will unable to land so the enemies cannot capture it back - but again here can be found solution - if you would bomb your own airfield you will loss points. Maybe about 500 points per one bomb... Even that they cannot be destroyed in domination.

I can see the use with AB and one minute delay if you would manage to defend the airfield in higher altitude..With the RB I see no problems because I never have seen enemy aircraft bombing our base (but I play RB rarely).

Also, creating craters it is not only on the runway. For example you could limit this technology on the runway + 10m on both sides of the runway and keep one narrow and flat path beside it. If the airfield is big enough you can land outside the runway. Or strip between two runways:

2ry6494.jpg

16i8toz.jpg

Possible scenarios with two runways:
1) Make the nondestructable runway on the left side (runway 1)
2) Make the nondestructable runway on the right side (runway2)
3) Make the nondestructable runway in the middle, not the green strip
The crater would be made only in the case when its middle is placed in the center of runway.
4) Make destroyble only the green area
5) Make destroyble the outer strips of the runway, green strip in the middle and green areas beside the runway. Remove the trees and bushes on the outside. The middle of the runway would stay untouched. The crater would be made only in the case when its middle is placed r meters from edge of the middle strip of the runway; r is crater radius.

I think the scenario 5 is the best solution.

In RB it would be good if you could watch the runway before you start with new plane (there are towers on the airfield so just use them). In the case that there is crater just before your start line you know you cannot start. But maybe you could change your starting location. Why not? You could choose from which end of runway you want to start or just to change your spawn location.

Here is image of such airport, the red - orange zones are those which could be made with the special grid to support 3D crater creation.






















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