Helicopter damage physics idea
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cfschris
- Posts: 464
- Joined: 2008-01-21 22:21
Helicopter damage physics idea
Here's a cool idea to simulate losing a tail rotor on a heli-
A second damage box should be added to the Helicopter, specifically in the boom/tail rotor region. When this damage box is hit severely enough, your helicopter will immediately start spinning around, simulating a tail rotor loss. Note that I say "severe" damage (meaning that even if the condition of the tail rotor is extremely poor, if it takes damage in small increments it will not lose functionality).
If adding a second damage box proves impossible, the system could be implemented with just the one, main damage box on a helicopter. The principle would generally be the same- partial loss of rudder functionality upon low vehicle health BUT ONLY if it is small amounts of damage which brought it down to that low health.
Basically, if a heavy-damage inflicting weapon hits the helo and damages it past a given amount, then the chopper should begin to spiral out of control.
A second damage box should be added to the Helicopter, specifically in the boom/tail rotor region. When this damage box is hit severely enough, your helicopter will immediately start spinning around, simulating a tail rotor loss. Note that I say "severe" damage (meaning that even if the condition of the tail rotor is extremely poor, if it takes damage in small increments it will not lose functionality).
If adding a second damage box proves impossible, the system could be implemented with just the one, main damage box on a helicopter. The principle would generally be the same- partial loss of rudder functionality upon low vehicle health BUT ONLY if it is small amounts of damage which brought it down to that low health.
Basically, if a heavy-damage inflicting weapon hits the helo and damages it past a given amount, then the chopper should begin to spiral out of control.
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Alex6714
- Posts: 3900
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Re: Helicopter damage physics idea
It already has this, except it only works on local server, not dedicated. Are you suggesting another way to do it?
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Tomato-Rifle
- Posts: 2091
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Re: Helicopter damage physics idea
wait what? my heli wont spin around when i get hit in a local..[R-CON]Alex6714 wrote:It already has this, except it only works on local server, not dedicated. Are you suggesting another way to do it?

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Rhino
- Retired PR Developer
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Teek
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Robert1983nl
- Posts: 45
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Re: Helicopter damage physics idea
As long as a helicopter has enough forward airspeed, it won't spin around even if the tail rotor's gone.
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Waaah_Wah
- Posts: 3167
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Re: Helicopter damage physics idea
You are f*cked anyway thoughRobert1983nl wrote:As long as a helicopter has enough forward airspeed, it won't spin around even if the tail rotor's gone.
Off topic:
What keeps the Chinnok from spinning around? There is no tail rotor that i can see on the helicopter...
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gazzthompson
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Robert1983nl
- Posts: 45
- Joined: 2008-10-26 17:16
Re: Helicopter damage physics idea
You're not that fucked. You can just make a roll on landing. All you need to do is make sure you don't slow down too much. Or you can just autorotate.Waaah_Wah wrote:You are f*cked anyway though
Off topic:
What keeps the Chinnok from spinning around? There is no tail rotor that i can see on the helicopter...
And the Chinook's rotor systems turn in opposite directions, nullifying the torque that'd make it spin around.
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Waaah_Wah
- Posts: 3167
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Re: Helicopter damage physics idea
^^Hm, landing at higher speeds in a helicopter seems a bit risky to me, you your the pilot here 
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Robert1983nl
- Posts: 45
- Joined: 2008-10-26 17:16
Re: Helicopter damage physics idea
It's not risky, it's just another way of landing, practiced often.Waaah_Wah wrote:^^Hm, landing at higher speeds in a helicopter seems a bit risky to me, you your the pilot here![]()
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Helicopter damage physics idea
What's with things like this only working on local servers? Is it entirely a lag, and other various forms of stain, issue that keeps these off net games? Or is there something else to it?
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Helicopter damage physics idea
i dont know why but another example is on basrah mosque the weapons are laying down on the stands on local, online they are sticking up. the game justs works different on local.
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Solid Knight
- Posts: 2257
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Re: Helicopter damage physics idea
Some of the HUDs work differently locally which is a mystery to me since the HUD files are exactly the same. WTF? Or how about the other weird errors that make no sense like the laserLockBoxLocked.tga HUD image not showing up on secondary weapons by you could pick any other image out of all the HUDs and it will work. WTF? Or last magazine of your weapon not be discarded which changes how single magazine weapons are reloaded and screws up dummy projectiles. Yay for never testing special cases!


