Shotgun Tank Shells (Video)

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kilroy0097
Posts: 433
Joined: 2008-01-02 12:57

Shotgun Tank Shells (Video)

Post by kilroy0097 »

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.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Post by Hotrod525 »

Wow impressive.
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

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?
Last edited by nedlands1 on 2008-03-19 12:27, edited 1 time in total.
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Post by DeltaFart »

XM shell, so unless you can find this in an offical government source without the X in front, it won't be used, for it's only experimental
Once I get back to home, I'll watch video, should be fun to see baseballs fly at a speed barry bonds could never achieve
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Post by Mora »

This the uber anti personnel tankshot
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Post by charliegrs »

now tanks can go skeet-shooting.
known in-game as BOOMSNAPP
'
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Post by Psyko »

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.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Try that for fire support near friendly troops :roll:
[R-CON]creepin - "because on the internet 0=1"
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

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.
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....

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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Joined: 2007-08-21 12:37

Post by Mora »

Well your pc might handle it. But i think the server will get some lag or even crash.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

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 :P .
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kilroy0097
Posts: 433
Joined: 2008-01-02 12:57

Post by kilroy0097 »

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.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

I...CAME!

Wonder what those sound like wizzing by...
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

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.
I suppose that finding the balance would be a matter of testing various loads on a full server. I myself can't do that.
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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Post by Hotrod525 »

do you saw the impact of the 1st sequence ? when the pellets hits the camera lol
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

That was pretty funny aye.
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DeltaFart
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Joined: 2008-02-12 20:36

Post by DeltaFart »

how about that last field test haha, looked like something out of dragonball z!
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