=BKHZ=Furbs Posted August 20, 2013 Posted August 20, 2013 One thing im hoping for is the fire and smoke affect to not be just the one "on fire" and "smoking" affect...one thing you notice in gun cam footage is fire does not just start and carry on with the same intensity. Here is some of the affects of hits ive seen in guncam footage... (a lot of it watched here ... http://www.criticalpast.com/products/search/?sort_order=asc&q=gun%20camera&decadeyear=1940) Hit flashes, puffs of smoke from hits but no fire and no smoke trail. Hits flashes small bits falling off, no smoke, no fire. Small puffs of smoke from hits but no flashes, no smoke or fire. Hit flashes with smoke puffs, large parts coming off, no smoke trail or fire. Hits with smoke and flashes, large puff of fire that stops, then heavy smoke trail. Hits with flashes and puffs then heavy smoke trail and but no fire. Hits then violent explosion...(rare but did happen) hits with puff of fire that carries on with heavy smoke trail. the list goes on and on. Im not saying BOS could and should have all these affects of course, but i would like to see a large variation of hit affects on aircraft if the dev team possibly can do it in the time they have.
6S.Manu Posted August 20, 2013 Posted August 20, 2013 (edited) "Gun camera footage: German ME-109 explodes after attack by US Lt Wynn, 334 Sqdn, 4th FG" In topic: I agree. Just the effects on modded IL2 were far better. They should not be hard to develop. The flames, instead, are another problem. Edited August 20, 2013 by 6S.Manu
Finkeren Posted August 20, 2013 Posted August 20, 2013 (edited) Well, first of all smoke trails and other damage effects should be dynamic and purely based on the type of damage the plane recieves, the same goes for peices falling off the aircraft, no generic "black snowflakes" indicating every hit as was the case in the old IL2 right up to the most recent patches. As for flashes and puffs of smoke: It should depend entirely on the type of ammunition and the surface that it hits. In any case, it should be there (and most likely will) but here's the catch: It has to very subtle! I was very pleasantly suprised, when I recently installed the latest unofficial patch for IL2-1946 and found, that the generic pieces falling off aircraft were gone and the extremely bright flashes and huge explosions from HE shells were gone as well and replaced with very subtle and toned down flashes and puffs of smoke (not to mention the fact that they finally reduced muzzle flashes to realistic levels) You actually have to pay close attention now, to see if you're hitting anything. I expect BoS to have better effects of course, but "better" doesn't mean "bigger and brighter". I have high hopes, that they will manage to keep it subtle. In RoF it's often quite imposible to tell if you've actually hit your enemy, as was the case historically (FMJ rounds of rifle caliber hitting canvas doesn't produce very flashy results, but occasionally you'll see the odd spark, puff of smoke or piece falling off. Edited August 20, 2013 by Finkeren
Finkeren Posted August 20, 2013 Posted August 20, 2013 The flames, instead, are another problem. Yes, and they always have been. It's something of a big deal in RoF, where realistically the whole plane should be able to go up in flames, where it'll be less of a problem in BoS, where the fires generally should be limited to fuel tanks and engine. In recent years I've seen some pretty nice flame effects in other games, so I'm sure it can be done well. One thing I really hope for are realistic smoke trails. In RoF the trails look quite nice the way the smoke gradually grows more dense. However, there is still room for improvement. I would suggest: 2 or 3 different smoke trails (in addition to the trails caused by fuel leaks, coolant leak etc) depending on the type and severity of the fire. Particle effects that stay just a few seconds longer, than we see in most sims. It'll be nice to see a smoke trail streach across the sky and disperse realistically. This ofc should depend on the type of smoke. A light fire should produce less smoke that disperses more quickly than a heavy fuel fire. Burning ground objects should produce large smoke clouds that linger in the air (as far as GPU permits)
royraiden Posted August 20, 2013 Posted August 20, 2013 It is definitely doable and if you have seen guncam footage made with CLOD you will see most of what you describe
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