Shotgun Tank Shells (Video)
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kilroy0097
- Posts: 433
- Joined: 2008-01-02 12:57
Shotgun Tank Shells (Video)
The video speaks for itself. I have nothing else to add. Which Dev wants to make this a reality in game?
Slow Mo of Shot Gun Tank Shells--Amazing Camera Work • videosift.com
Cheers.
Slow Mo of Shot Gun Tank Shells--Amazing Camera Work • videosift.com
Cheers.
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
It's canister shot. Having ~1150 pellets will probably make the engine shit itself though.
EDIT: How would you get a camera to track a projectile with a muzzle velocity of ~1400m/s such as in the video? Is is some super wide angle lens on a high speed camera with the zoom and panning edited in?
EDIT: How would you get a camera to track a projectile with a muzzle velocity of ~1400m/s such as in the video? Is is some super wide angle lens on a high speed camera with the zoom and panning edited in?
Last edited by nedlands1 on 2008-03-19 12:27, edited 1 time in total.

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DeltaFart
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Mora
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charliegrs
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BloodBane611
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nedlands1
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One possibility is to have a claymore like explosion. The angle will be way smaller and the range a lot further. Apparently the round is effective against infantry up to about 500m. I'm not too sure about dispersion though. I guess I'll have to experiment....Psykogundam wrote:dev dude... it doesnt need to use buckshot. just emulate buckshot.
then the server doesnt need to take a shit when 5 or six of them start shooting at each other.
EDIT: A batchsize of 100 (ie 100 balls) seems to not cause any errors and it fills up my screen with lots of impact puffs. I'll try some larger values.
Last edited by nedlands1 on 2008-03-19 16:10, edited 1 time in total.

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Mora
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nedlands1
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I just tried a batchsize of 1000. It lagged for about .1 of a second when firing into the air, about .5 of a second when firing at a distant object and when firing at a close object anything from 3-15 seconds. It would appear that the effect rendering is what is causing the majority of the lag I would say. When fired into the air the rounds don't impact on anything (that you can see anyway) so there isn't collision effect to render. Against a faraway object there is just smoke puffs and some craters which creates a lot more load. Close up, objects have sparks and the aforementioned effects hence the extra large lag. I reckon if you take away the effects you could drastically reduce the load.
That being said, relating the position and effect of 1000+ moving projectiles to the other players on the server probably wouldn't work to well. It'd have to be an small arc explosion then. Pity, I was hoping for some nice patterns on the wall
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That being said, relating the position and effect of 1000+ moving projectiles to the other players on the server probably wouldn't work to well. It'd have to be an small arc explosion then. Pity, I was hoping for some nice patterns on the wall

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kilroy0097
- Posts: 433
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Could always make it only 750 projectiles and with very limited shot ammunition. Lets say give a tank gunner only 3 of these things. They are pretty damn specific in usage. Kind of like a HEAT round except when you don't want an explosion after hitting a tree or something. This thing can shred through the tree cover in that arc. Brutal.
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Expendable Grunt
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nedlands1
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I suppose that finding the balance would be a matter of testing various loads on a full server. I myself can't do that.kilroy0097 wrote:Could always make it only 750 projectiles and with very limited shot ammunition. Lets say give a tank gunner only 3 of these things. They are pretty damn specific in usage. Kind of like a HEAT round except when you don't want an explosion after hitting a tree or something. This thing can shred through the tree cover in that arc. Brutal.

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DeltaFart
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