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Shotgun Tank Shells (Video)

Posted: 2008-03-19 10:50
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.

Posted: 2008-03-19 11:17
by Hotrod525
Wow impressive.

Posted: 2008-03-19 12:21
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?

Posted: 2008-03-19 12:54
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

Posted: 2008-03-19 13:58
by Mora
This the uber anti personnel tankshot

Posted: 2008-03-19 14:18
by charliegrs
now tanks can go skeet-shooting.

Posted: 2008-03-19 14:28
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.

Posted: 2008-03-19 14:48
by BloodBane611
Try that for fire support near friendly troops :roll:

Posted: 2008-03-19 15:47
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.

Posted: 2008-03-19 16:20
by Mora
Well your pc might handle it. But i think the server will get some lag or even crash.

Posted: 2008-03-19 16:51
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 .

Posted: 2008-03-20 07:10
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.

Posted: 2008-03-20 07:23
by Expendable Grunt
I...CAME!

Wonder what those sound like wizzing by...

Posted: 2008-03-20 08:05
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.

Posted: 2008-03-20 10:36
by Hotrod525
do you saw the impact of the 1st sequence ? when the pellets hits the camera lol

Posted: 2008-03-20 11:41
by nedlands1
That was pretty funny aye.

Posted: 2008-03-20 12:46
by DeltaFart
how about that last field test haha, looked like something out of dragonball z!