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FH2 Suggestions
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Old October 12th, 2005   #21
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Default Re: shrapnel

But BF2 has a much better physics engine for handling ballistics, I am not sure but I wouldn't think the hit would be that bad. If anything I would definately say it is worth trying and if it lags too badly then it can always be removed.

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Old October 12th, 2005   #22
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Default Re: shrapnel

Hah "It's code, what performance hit?" Code needs to be executed and the results transfered via the internet to the client.

1 mortar round landing could easily triple the number of bullet trajectories that would be normally calculated that second.

WWIIOnline switched a few months ago from probability based shrapnell to 'experimental' shrapnel. It was a big deal. If you imaginethat a shotgun in BF fills a 10 degree x 10 degree square with 7 pellets then... you need about 4000 pellets for the same density in a half-dome. I should actually do the math again better, but you can see what's going on.

And those 4000 bits are traveling in parabolic arcs, losing kinetic energy due to air friction.. well yeah. Plug that baby in your Ti-82.

If that's too calculation heavy for the server, you can also just write a function that's if you're x meters away and y meters above the blast surface and have line of sight, then you have a 0.11 probability of being hit with shrapnel. It's not perfect, but it's a heck of a lot easier to do.
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Old October 12th, 2005   #23
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Default Re: shrapnel

Yes but real shells in the 18 pndr size range only produced about 350 pieces of shrapnel and shell fragments. There will be many less in the smaller shells. Also having them travel in parabolic arcs is uneeded because of the V up blast pattern by the time the arc matters they have lost most of thier killing power anyway (FH hit points don't take bruises into account).

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Old October 12th, 2005   #24
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Default Re: shrapnel

All is solved if we merely expand kill radius consistent with RL HE, and whether by shrapnel or blast doesn't matter. Doesn't involve tracking individual pieces of shell or shrapnel. But if you're above ground and 15 meters from a 75 mm HE, you're dead. Again, HE alt-fire capability for tanks is mandatory for this to matter.

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Old October 12th, 2005   #25
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Default Re: shrapnel

Quote:
Originally Posted by jumjum
HE alt-fire capability for tanks is mandatory for this to matter.
This is not just for tanks it is for any cannon. In FH right now there is no difference between a .50 cal gun and a 20mm cannon or a 30mm cannon except that the cannons do slightly better against armored targets. IRL there is a huge difference between a shell and a bullet. I do agree that tanks should have AP/HE switchable but first that is not for this topic and second I am positive the dev’s are already including it in FH2.

It is also for grenades as concussion and fragmentation grenades act very differently.

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Old October 12th, 2005   #26
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Default Re: shrapnel

I like the idea of \/ shaped explosions, makes ducking for cover that much more important

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Old October 12th, 2005   #27
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Default Re: shrapnel

they shoulnt make it visible, but it would definitly be great to include.
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Old October 12th, 2005   #28
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Default Re: shrapnel

i definately say experiment with the idea


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Old October 12th, 2005   #29
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Default Re: shrapnel

Sounds like a good idea. One worries if it's codable, but I sure hope so.


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