Helicopter damage physics idea

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cfschris
Posts: 464
Joined: 2008-01-21 22:21

Helicopter damage physics idea

Post by cfschris »

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.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Helicopter damage physics idea

Post by Alex6714 »

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
Joined: 2007-12-31 22:24

Re: Helicopter damage physics idea

Post by Tomato-Rifle »

[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?
wait what? my heli wont spin around when i get hit in a local..
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Helicopter damage physics idea

Post by Rhino »

yes, try it.
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Helicopter damage physics idea

Post by Teek »

Start local, spin and wack the tail rotor into something.
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Robert1983nl
Posts: 45
Joined: 2008-10-26 17:16

Re: Helicopter damage physics idea

Post by Robert1983nl »

As long as a helicopter has enough forward airspeed, it won't spin around even if the tail rotor's gone.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Helicopter damage physics idea

Post by Waaah_Wah »

Robert1983nl wrote:As long as a helicopter has enough forward airspeed, it won't spin around even if the tail rotor's gone.
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...
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

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Robert1983nl
Posts: 45
Joined: 2008-10-26 17:16

Re: Helicopter damage physics idea

Post by Robert1983nl »

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...
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.

And the Chinook's rotor systems turn in opposite directions, nullifying the torque that'd make it spin around.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Helicopter damage physics idea

Post by Waaah_Wah »

^^Hm, landing at higher speeds in a helicopter seems a bit risky to me, you your the pilot here ;)
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
Robert1983nl
Posts: 45
Joined: 2008-10-26 17:16

Re: Helicopter damage physics idea

Post by Robert1983nl »

Waaah_Wah wrote:^^Hm, landing at higher speeds in a helicopter seems a bit risky to me, you your the pilot here ;)
It's not risky, it's just another way of landing, practiced often.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Helicopter damage physics idea

Post by AnRK »

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?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Helicopter damage physics idea

Post by gazzthompson »

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.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Helicopter damage physics idea

Post by Solid Knight »

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!
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