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Old 05-17-2011, 02:20 PM
nearmiss nearmiss is offline
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Quote:
Originally Posted by EJGr.Ost_Caspar View Post
In one development update movie from before 4.10 (Triggers), you can see artillery shooting over an hill after a recon plane found some enemy targets.
I didn't realize that. I always wanted to set up an artillery lines reasonable over 2 KM distance from battle areas, regardless of terrain.

Artillery doesn't have to be most precise in an air combat sim, because it is more for immersion. First person shooter games require a different artillery where locations can be pinpointed to knock out targets.

I'd just like to create battlefields where artillery is shooting at targets, enemy aircraft are trying to destroy the artillery, etc.

Nothing to do with precision, just creating the effects of battle fields even if the artillery has some randomness about hitting targets.

Il2 did this, but the distances were too short and the artillery was very darned effective at hitting targets in short distances line of site. So all the effort to setup artillery was pretty well a waste of time, the artillery targets were destroyed so quickly the immersion factor was pretty well nil.

Again... I use the heavier 88 and 85 MM flak guns within short distances to shoot at each other. It is funny you can actually drill down on an artillery to 3d and see the enemy flak gun from the gun you drill down upon. Still the flak guns shoot way up in the air and shells come down and eventually destroy the other flak guns. What a hoot, but a decent workaround to create the effects of artillery pounding the battle field. I usually line up about 20+ blue guns pointed in the direction of their counterpart, about 20+ red guns. Then set them on a time out so they start when your mission advances to the action area. It takes the flak guns several minutes to destroy each other, because the targeting is not good. You can get a very good battlefield under siege with flak guns used in this manner.

The explosions they make are pretty good and they look very good in low light conditions. I usually set the timeout so that as the player is approaching the battleground areas there are explosions going off all over the area. It looks like a battle is going on and the player is getting ready to enter a HOT zone.

If we can use artillery to work at greater distances we can accomplish these battleground views, and better still the remote artillery can be a target area as well.

Last edited by nearmiss; 05-17-2011 at 02:26 PM.