Add RPG Smoke Trail

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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Add RPG Smoke Trail

Post by Operator009 »

As far as I can tell from youtube videos and first hand reports, RPGs leave a trail of smoke behind them that pretty much traces their location.

I thought this would be an interesting feature to discuss because while it doesn't really alter much, its aesthetic features would provide a really realistic and genuine look.

I'm not talking a HUGE plume of smoke following the RPG, justy a little wispy one.

PROS
Allows BLUFOR to locate the RPG operator (like in RL)
Adds aesthetic appeal
Gives RPG's a visible deviation, allowing insurgents to better 'aim'


CONS
Allows BLUFOR to locate the RPG operator...
Hardcoded maybe? Anyone seen proof of a smoke trail on a projectile being possible on a BF2 engine?

SOURCE: wikipedia: http://en.wikipedia.org/wiki/Rocket-propelled_grenade
The operator must move after firing the RPG as the ignition of the rocket generates a flash visible to the enemy and usually leaves a smoke trail leading back to the firing position. In Afghanistan, Mujahideen RPG shooters who remained in position after firing were often killed by Soviet counter-fire.



Please guys, this is just a suggestion. Don't tear my head off =(
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Add RPG Smoke Trail

Post by sylent/shooter »

Not sure about hard code, but it will in sure hell, make the fps alot slower for anyone who is looking at it. But since it would probably be a particle effect attached to a projectile I think it'll be hard if nay impossible to do it

Killing the enemy sylently
Kaurava
Posts: 49
Joined: 2010-01-27 18:10

Re: Add RPG Smoke Trail

Post by Kaurava »

It is indeed possible to have smoke trails following projectiles in BF2, rifle-grenades had them in vanilla.
"Some nerd did the math, and to dodge a bullet like that, those tits would have to break the sound barrier."
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Add RPG Smoke Trail

Post by sylent/shooter »

Kaurava wrote:It is indeed possible to have smoke trails following projectiles in BF2, rifle-grenades had them in vanilla.

ya but if the rocket was indeed powered and had a smoke trail than it would be long and probably fairly wide, as it's moving really fast. (smoke would more or less get gradually bigger as distance increased from the actual firepoint) I think :P Now, imagine that on say... an ERYX on Kashan. That particle would be ridiculous to render at these speeds and stay rendering

Killing the enemy sylently
Kaurava
Posts: 49
Joined: 2010-01-27 18:10

Re: Add RPG Smoke Trail

Post by Kaurava »

sylent/shooter wrote:ya but if the rocket was indeed powered and had a smoke trail than it would be long and probably fairly wide, as it's moving really fast. (smoke would more or less get gradually bigger as distance increased from the actual firepoint) I think :P Now, imagine that on say... an ERYX on Kashan. That particle would be ridiculous to render at these speeds and stay rendering
The Stuka Zu Fuss and Nebelwerfer in FH2 have huge trails behind their projectiles, and it never caused any problems.

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"Some nerd did the math, and to dodge a bullet like that, those tits would have to break the sound barrier."
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Add RPG Smoke Trail

Post by Operator009 »

OriginalWarrior wrote:Well, they dont really leave a trail of smoke behind, because there isnt a motor inside the round itself. As you can see in this video, theres a big ploom of smoke when he fires, and you can tell there is no trail of smoke leading up to the explosion, only an initial ploom.



If you pause at about 17 seconds you can see it clear as day.
I found that video too, but dismissed it because it seems pretty sketchy to me...those guys went out of country to pay to fire an RPG...friggin weird...

Instead of attaching a smoke trail to a projectile, perhaps we can make it 'kick up dust' like vehicles do. Would that be any better for frame rate?
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Add RPG Smoke Trail

Post by sylent/shooter »

Kaurava wrote:The Stuka Zu Fuss and Nebelwerfer in FH2 have huge trails behind their projectiles, and it never caused any problems.

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I see, but is FH2 as resource hungry as PR? I don't remember since it's been a while since I played it. I think the best thing to do is run some tests for this (if the RPG is actually deemed to have a smoke trail) on "older" computers to see how it affects performance. Just remember the more effects, the bigger the file, the harder and more power hungry the monster becomes :wink:

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Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: Add RPG Smoke Trail

Post by Ninja2dan »

OriginalWarrior wrote:Well, they dont really leave a trail of smoke behind, because there isnt a motor inside the round itself.
Actually the RPG-7 rounds do have a motor, which is called the "Sustainer Motor", in addition to the initial booster charge that propels the munition from the launcher. The sustainer motor will accelerate the round to around 300 fps before it dies out, it is not intended to burn for the full range of flight.
The initial boost produces a puff of smoke 3 to 4 feet in diameter which lingers up to eight seconds in low winds. The sustainer rocket ignites about 11 meters from the launcher and produces a bright flash and a second smoke puff similar to the initial blast. The possibility of locating a RPG-7 from its firing signature is of course dependant on battlefield conditions. Smoke and wind will reduce the initial backblast smoke, but in a position in woods or some cover, the smoke will stay longer. The flash and smoke from the sustainer motor will probably be more visible and provide a general indication of weapon type and location, particularly at night.
Just like other rocket-propelled light AT weapons (such as the M72 LAW), there is always a chance of the motor leaving a brief trail of smoke. For the most part the motors burn clean, but depending on weather conditions the smoke trail might become more or less visible. A good example is during colder weather or before/after rain when the air is still moist, there is a greater chance of a trail being left.

Weapons such as the M136 AT-4 are not rocket-propelled, therefore they leave no smoke trails mid-flight.



I seriously doubt it would be possible to create a realistic firing signature in PR to simulate both the booster and sustainer motors being initiated, and having a smoke trail 100% of the time is also unrealistic. While it might look good in movies, I personally don't think we need it in game.
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lromero
Posts: 171
Joined: 2009-04-24 17:40

Re: Add RPG Smoke Trail

Post by lromero »

You can actually see smoke trails but the only time I've seen them was on the can. insurgency map. We were getting hit by RPGs but they were landing around us coming at an angle. They were being shot from around 500 meters though.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Add RPG Smoke Trail

Post by Redamare »

. . What if we had a double mussle effect suchas a harmless Fireball behind the RPG suchas in this picture from the video . . . have a small smoke effect infront and a Flare in back . .

Image

Hah forget about the smoke trail ;P
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Add RPG Smoke Trail

Post by Thermis »

RPG in video is a good example of an RPG7. As Ninja2dan mentioned it takes correct weather conditions for a train to be seen behind the rocket. Just like it takes correct weather and light conditions to see a contrail left by an aircraft from the ground. When the Russians made the RPG they were thinking and did not want to have a clear smoke trail that would lead straight to the shooter.

I'm going to say this falls under the rule of we do not take suggestions on equipment that we have military advisors for. As we have a Russian advisor, and plenty of people on the team that have been on the wrong end of RPGs.

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