Author Topic: Adding "wind" for projectiles.  (Read 2912 times)

0 Members and 2 Guests are viewing this topic.

Offline Glyph

  • Baron
  • ****
  • Renown: 143
  • Infamy: 40
  • cRPG Player Sir White Pawn
  • Turbulence incoming
    • View Profile
  • IRC nick: Horris
Re: Adding "wind" for projectiles.
« Reply #30 on: May 25, 2011, 09:04:13 pm »
0
if the bows weren't waterproof after a day of fighting in the rain, you would have to get a new one and to make one takes 2 months so i don't think they would use that kind of bows. because then it wouldn't be worth it to use them.
visitors can't see pics , please register or login
 
Glyph you have obsessive Horse Archer and Horse hatred.
- Official diagnosis :)

Offline Joxer

  • Knight
  • ***
  • Renown: 55
  • Infamy: 53
  • cRPG Player
    • View Profile
  • Game nicks: Autolycus Joxer_The_Mighty Salmoneus
Re: Adding "wind" for projectiles.
« Reply #31 on: May 25, 2011, 09:52:38 pm »
0
Well they did. And it's a known historical fact. That's the payoff for being a better performer than a longbow and still much smaller so it can be used from horseback.
Why is everybody telling me to think? I think, I just don't show it.

Offline Legio_Spartacus

  • Noble
  • **
  • Renown: 18
  • Infamy: 8
  • cRPG Player
  • The nxt sentece is true.The previ sentence is fals
    • View Profile
    • Legio's clan site
  • Faction: Legione italica
  • Game nicks: Legio_Al_Ayuubi Legio_Spartacus Legio_TiKillo
Re: Adding "wind" for projectiles.
« Reply #32 on: May 26, 2011, 07:26:23 pm »
0
Bad idea! It will be so hard to an archer to hit someone for the wind.

Not like.

Offline Replica

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
  • Faction: Merc
  • Game nicks: Merc_Replica
  • IRC nick: Replica
Re: Adding "wind" for projectiles.
« Reply #33 on: May 26, 2011, 08:38:37 pm »
0
I AM COMPLETELY UP FOR THAT !!! If it is even possible . Love the idea

Love to spice things up a bit.

And if some archer is complaining about my post - i am an archer aswel, dedicated one.

Offline Cup1d

  • Count
  • *****
  • Renown: 167
  • Infamy: 54
  • cRPG Player
    • View Profile
  • Faction: Mercs
Re: Adding "wind" for projectiles.
« Reply #34 on: May 27, 2011, 12:30:13 am »
0
TBH in IL-2 Shturmovik it wasn't implemented for 10 years. But there was maaany threads about how awesome it could be.
But in Il-2 you have compass at least.

Offline Thomek

  • El Director
  • OKAM Developer
  • ***
  • Renown: 1372
  • Infamy: 481
  • cRPG Player A Gentleman and a Scholar
    • View Profile
    • Ninja Guide Wiki
  • Faction: Ninja_
  • Game nicks: Ninja_Thomek
Re: Adding "wind" for projectiles.
« Reply #35 on: May 27, 2011, 01:46:44 am »
0
So you played sturmovik extensively.. me too back in the day!

Used to be pretty good in doing scissors with my FW190 online..

And now you're an archer.. No wonder where you learned complex trajectory prediction, bullett falloff and speed.. :-) It IS actually easier in cRPG! (Although targets may switch directions quicker)

I see now why you are a good shooter. Respect!

Do you know if they added wind effects on bullets in Cliffs of Dover? I've been out of the game for 7-8 years.. I presume they added wind for planes.. (dont remember if there was already wind.. but i dont think so back then. Remember some though landings, but cant place if it was because I was shot up or wind.)




visitors can't see pics , please register or login


That Thomeck-delay-kicking bussiness is like that asshole-retard dude that fucks your sister sometimes.

Offline Joxer

  • Knight
  • ***
  • Renown: 55
  • Infamy: 53
  • cRPG Player
    • View Profile
  • Game nicks: Autolycus Joxer_The_Mighty Salmoneus
Re: Adding "wind" for projectiles.
« Reply #36 on: May 27, 2011, 08:07:21 am »
0
Lol. I played Il-2 too. We even formed a flight squadron. We were fsn squad from fs nordic  :lol: Even got myself track-ir and stuff. Haven't flyed in ages thought. Last time I tried I didn't even get off the runway. It's not like riding a bike.
Why is everybody telling me to think? I think, I just don't show it.

Offline Replica

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
  • Faction: Merc
  • Game nicks: Merc_Replica
  • IRC nick: Replica
Re: Adding "wind" for projectiles.
« Reply #37 on: May 27, 2011, 11:45:02 am »
0
Il2 ftw :) clocked some insane hours there. It is a heaven to play with saitek x52 + saitek rudder pedals + trackir. I am still pretty good in the game.
I also fly soaring planes irl and Rc soaring planes, and this game actually helped me a lot :) BUt because of it i stopped flying real soaring plane because i cant hold myself back not to do the things i can do in game. It sucks, but with soaring planes you have no engine to save yourself and it is to much of a responsibility. So i rather dont take off anymore :)
Cant wait untill the new IL2 gets patched properly.

But back to topic, You dont need a compass to show wind direction. maybe archers could get some stick with strapes/flag  on it to show  how wind is blowing.
« Last Edit: May 27, 2011, 11:49:23 am by Replica »

Offline Cup1d

  • Count
  • *****
  • Renown: 167
  • Infamy: 54
  • cRPG Player
    • View Profile
  • Faction: Mercs
Re: Adding "wind" for projectiles.
« Reply #38 on: May 27, 2011, 02:17:16 pm »
0
TBH also I spend six year for Shooting sport irl.

And yes, FW-190 (A4, A6, A8) was my main plane in Il-2. With TrackIr, CH Fighterstick, CH pro pedal and CH pro throttle you can be deadly. I was really proud with my 25-28% accuracy.
I miss my TrackIr in Warband. Pity, I cant use it here. I heard cmp playing warband with X-52. I know - he is cheater:).

There NO wind effects on bullets in Cliffs of Dover atm. There is POSSIBILITY to make it work in future. with Windows 10, 64GB of RAM and 9000Mhz processors.


Quote
But back to topic, You dont need a compass to show wind direction. maybe archers could get some stick with strapes/flag  on it to show  how wind is blowing.

It's more complicated. There too many different factors for trajectory calculation. Gliding arrows, contrary wind, weight of the projectile, shape of projectile, wind direction, wind force, initial velocity of projectile etc... In short - ballistics.

Please - give us Strategus first:)


Offline Mtemtko

  • Count
  • *****
  • Renown: 168
  • Infamy: 46
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Merc
  • Game nicks: Merc_Mtemtko
  • IRC nick: Mtemtko
Re: Adding "wind" for projectiles.
« Reply #39 on: May 29, 2011, 07:57:31 pm »
0
So you played sturmovik extensively.. me too back in the day!

Used to be pretty good in doing scissors with my FW190 online..

And now you're an archer.. No wonder where you learned complex trajectory prediction, bullett falloff and speed.. :-) It IS actually easier in cRPG! (Although targets may switch directions quicker)

I see now why you are a good shooter. Respect!

Do you know if they added wind effects on bullets in Cliffs of Dover? I've been out of the game for 7-8 years.. I presume they added wind for planes.. (dont remember if there was already wind.. but i dont think so back then. Remember some though landings, but cant place if it was because I was shot up or wind.)

Nice to see someone that played IL-2 1946 too,I have some 700 hours of gameplay  :D
visitors can't see pics , please register or login

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Re: Adding "wind" for projectiles.
« Reply #40 on: May 29, 2011, 10:03:25 pm »
0
If the trajectory code is as complicated as the spawn code (and hell do modders know the spawn code can't be understood by mortals) this will likely never get done. Or if you really want to do it I think we should ask Dennis Richie or someone like that  :P

Offline Sphinxer

  • Knight
  • ***
  • Renown: 53
  • Infamy: 16
  • cRPG Player
    • View Profile
  • Game nicks: _Sphinx_
Re: Adding "wind" for projectiles.
« Reply #41 on: June 01, 2011, 08:03:10 pm »
0
You wanna add complex coding to a ridiculous $10 worth code ? Don't :P

Offline Ylca

  • Count
  • *****
  • Renown: 183
  • Infamy: 68
  • cRPG Player
    • View Profile
  • Faction: LLJK
  • Game nicks: YlcaTheTerrible, YlcaTheJuggler
Re: Adding "wind" for projectiles.
« Reply #42 on: June 03, 2011, 10:32:14 pm »
0
How does this in any way make the game more fun?

Offline Thomek

  • El Director
  • OKAM Developer
  • ***
  • Renown: 1372
  • Infamy: 481
  • cRPG Player A Gentleman and a Scholar
    • View Profile
    • Ninja Guide Wiki
  • Faction: Ninja_
  • Game nicks: Ninja_Thomek
Re: Adding "wind" for projectiles.
« Reply #43 on: June 04, 2011, 12:18:41 pm »
0
Those who get hit, will know that the archer had some measure of skill if it was a distance shot.. And the archer will get a greater feeling of satisfaction if he succeeds in a doing a difficult shot.. Perhaps damage should be added to archery as well, so it will be more deadly.
visitors can't see pics , please register or login


That Thomeck-delay-kicking bussiness is like that asshole-retard dude that fucks your sister sometimes.

Offline Rumblood

  • King
  • **********
  • Renown: 1199
  • Infamy: 420
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: GrannPappy
Re: Adding "wind" for projectiles.
« Reply #44 on: June 04, 2011, 03:18:20 pm »
0
Those who get hit, will know that the archer had some measure of skill if it was a distance shot.. And the archer will get a greater feeling of satisfaction if he succeeds in a doing a difficult shot.. Perhaps damage should be added to archery as well, so it will be more deadly.

Not with the cone of fire. All it will mean is that you have to be even luckier than you do now at distance. If you want to replace the random cone of fire with a skill based "wind" component to adjust for, great. If all you want to do is make an already partially luck based system into a totally luck based system, then no.
"I don't think much of a man who is not wiser today than he was yesterday" – Abraham Lincoln

visitors can't see pics , please register or login