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Make personnel seem heavier...

Posted: 2006-04-13 02:02
by Cerberus
The soldiers in Project Reality definitely need more inertia and I think it would be more realistic if the devs somehow made it so players felt heavier when moving. Right now it seems like you're running around the battlefield in a gym uniform

Posted: 2006-04-13 03:25
by lonelyjew
Is this possible? If it is would be cool.

Posted: 2006-04-13 03:42
by Sgt. Jarvis
Had the exact comments in XWW2 dev forum, 40+ lbs (probably even more now) of equipment, plus looser clothing not exactly designed for running, and ingame they run faster than I could when I ran track...that was with special lightweight shoes too, not 40 lbs of gear. I had proposed the main speed be increased slightly, while the super sprint be toned down alot.

Posted: 2006-04-13 07:22
by the.ultimate.maverick
Inertia not possible with BF2 engine. IS with the UT engine though - see Red Orchestra for some great momentum/inertia stuff. The problem with PRMM will always be the limits of the engine....

I don't think they need slowing down per se but definitey make the sprint take longer to come back and also (if possible) build in non instant accuracy after running. So if you run and go to shoot you wobble all over the place.

Posted: 2006-04-13 07:59
by Andrew Past
Ya, but I tend to look at the great possibilities of the engine that has good infantry, vehicle, and air combat elements.

Posted: 2006-04-13 09:23
by the.ultimate.maverick
I agree - the engine can give a lot to the gameplay but is flawed in some areas. Personally I think the benefits outweigh the downfalls, or I wouldn't be playing...

Posted: 2006-04-13 14:21
by Evil_Eye
Today i noticed support soldiers jumping up and down and diving to the ground like they werent carrying anything at all. What would be awesome is if support troops moved slower and took longer to lie down.

Posted: 2006-04-13 19:33
by Sgt. Jarvis
I don't know if this really helped, but I gave the gave the soldiers a mass of 600, it also helped with the ragdolls slightly, and I futzed with that too long ago and got it to where they don't jump and they just fall, it looks really decent, though can't do much about the arms since the ragdoll starts out in an arms-out-to-the-sides position.

For jumping and sprinting, though, they have their own variables, and something has to be tweaked in animations to make the soldiers take even more time to go prone and such.

Posted: 2006-04-13 19:45
by Cerberus
Oh my, the current ragdoll is atrocious. People do ****ing gymnastics when they die

Posted: 2006-04-13 20:43
by Hitperson
the_ultimate_maverick wrote:Inertia not possible with BF2 engine. IS with the UT engine though - see Red Orchestra for some great momentum/inertia stuff. The problem with PRMM will always be the limits of the engine....

I don't think they need slowing down per se but definitey make the sprint take longer to come back and also (if possible) build in non instant accuracy after running. So if you run and go to shoot you wobble all over the place.

if only we were aloud to rip appart the engine.

Posted: 2006-04-13 20:51
by AznLB
Wouldn't there be a way to just make a person accelerate and decelerate slower? That in combination with a slower sprint speed would make things feel alot more real.