Start times for vehicles
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Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Start times for vehicles
Well. This is simple.
Add a 5 second start time to all vehicles. 2 reasons.
Reason 1. This simulates people hoping into there vehicle and starting the engine. I dont imagine you magically appear in your car then the engine starts immediatly.
Reason 2. It stops the driver of the vehicle from hoping out in the middle of a combat. If they do so there likely to be hit by a AT rocket because they cant move when needed.
Add a 5 second start time to all vehicles. 2 reasons.
Reason 1. This simulates people hoping into there vehicle and starting the engine. I dont imagine you magically appear in your car then the engine starts immediatly.
Reason 2. It stops the driver of the vehicle from hoping out in the middle of a combat. If they do so there likely to be hit by a AT rocket because they cant move when needed.
if you miss him... try, try again
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Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
Re: Start times for vehicles
added a little to the title to explain.
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: Start times for vehicles
I like the idea, it would mean people would have to plan ahead if they're going to retreat. And less single-man driving like crazy into combat, firing off a few rounds then diving back into the driving seat as soon as they return fire.
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
Re: Start times for vehicles
We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: Start times for vehicles
+one billion
While 'turning off your engine' (moving to the third seat, or dismounting.) is a mostly valid tactic to avoid being heard or to hear other armored vehicles -- you shouldn't be able to hop back in and start rolling immediately.
-REad
ETA:

While 'turning off your engine' (moving to the third seat, or dismounting.) is a mostly valid tactic to avoid being heard or to hear other armored vehicles -- you shouldn't be able to hop back in and start rolling immediately.
-REad
ETA:
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
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Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Re: Start times for vehicles
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
Last edited by Ccharge on 2009-07-29 19:27, edited 1 time in total.
if you miss him... try, try again
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nick20404
- Posts: 1746
- Joined: 2007-06-30 23:36
Re: Start times for vehicles
That's terrible this is actually one of the best suggestions I have heard in the long time.[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
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Darkkas
- Posts: 83
- Joined: 2009-06-26 20:42
Re: Start times for vehicles
flying boat gonna save us 
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Start times for vehicles
As long as the last time it was suggested?nick20404 wrote:That's terrible this is actually one of the best suggestions I have heard in the long time.![]()
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alberto_di_gio
- Posts: 534
- Joined: 2009-12-11 09:47
Re: Start times for vehicles
Just about the start a thread on that.
I back-up this 10 times.
Put an AT kit to one side and a tank to another. I'm pretty sure crewman would get in to the tank, drive over him, get out, bury the body before AT can put a single shot. (Actually I will try this tonight)

How come it works with the helis?
I back-up this 10 times.
Put an AT kit to one side and a tank to another. I'm pretty sure crewman would get in to the tank, drive over him, get out, bury the body before AT can put a single shot. (Actually I will try this tonight)
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
How come it works with the helis?
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Bellator
- Posts: 511
- Joined: 2009-07-13 13:52
Re: Start times for vehicles
Helis and airplanes are very bouncy, if you haven't noticed.
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alberto_di_gio
- Posts: 534
- Joined: 2009-12-11 09:47
Re: Start times for vehicles
Actually no... I notice nothing disturbing. You mean all the time or just while starting?Bellator wrote:Helis and airplanes are very bouncy, if you haven't noticed.
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Start times for vehicles
the helis are like elts say attchetd to the ground before they take off thats why when you try to take off they fall over, so when apc's are attached they attach to well and when you get out before it starting properly it goes boing!

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alberto_di_gio
- Posts: 534
- Joined: 2009-12-11 09:47
Re: Start times for vehicles
killonsight95 wrote:the helis are like elts say attchetd to the ground before they take off thats why when you try to take off they fall over, so when apc's are attached they attach to well and when you get out before it starting properly it goes boing!
