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Start times for vehicles
Posted: 2009-07-29 18:47
by Ccharge
Well. This is simple.
Add a 5 second start time to all vehicles. 2 reasons.
Reason 1. This simulates people hoping into there vehicle and starting the engine. I dont imagine you magically appear in your car then the engine starts immediatly.
Reason 2. It stops the driver of the vehicle from hoping out in the middle of a combat. If they do so there likely to be hit by a AT rocket because they cant move when needed.
Re: Start times for vehicles
Posted: 2009-07-29 18:49
by Hitperson
added a little to the title to explain.
Re: Start times for vehicles
Posted: 2009-07-29 18:53
by AquaticPenguin
I like the idea, it would mean people would have to plan ahead if they're going to retreat. And less single-man driving like crazy into combat, firing off a few rounds then diving back into the driving seat as soon as they return fire.
Re: Start times for vehicles
Posted: 2009-07-29 18:58
by dbzao
We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
Re: Start times for vehicles
Posted: 2009-07-29 18:59
by ReadMenace
+one billion
While 'turning off your engine' (moving to the third seat, or dismounting.) is a mostly valid tactic to avoid being heard or to hear other armored vehicles -- you shouldn't be able to hop back in and start rolling immediately.
-REad
ETA:
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.

Re: Start times for vehicles
Posted: 2009-07-29 19:03
by Ccharge
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.

??: This i did not know. Well if you guys could find a way around it i think it would be benifical for the mod.
Re: Start times for vehicles
Posted: 2009-07-29 22:25
by nick20404
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
That's terrible this is actually one of the best suggestions I have heard in the long time.

Re: Start times for vehicles
Posted: 2009-07-30 01:04
by Darkkas
flying boat gonna save us

Re: Start times for vehicles
Posted: 2009-07-30 13:36
by snooggums
nick20404 wrote:That's terrible this is actually one of the best suggestions I have heard in the long time.
As long as the last time it was suggested?
Re: Start times for vehicles
Posted: 2010-01-06 12:47
by alberto_di_gio
Just about the start a thread on that.
I back-up this 10 times.
Put an AT kit to one side and a tank to another. I'm pretty sure crewman would get in to the tank, drive over him, get out, bury the body before AT can put a single shot. (Actually I will try this tonight)
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
How come it works with the helis?
Re: Start times for vehicles
Posted: 2010-01-06 12:57
by Bellator
Helis and airplanes are very bouncy, if you haven't noticed.
Re: Start times for vehicles
Posted: 2010-01-06 13:01
by alberto_di_gio
Bellator wrote:Helis and airplanes are very bouncy, if you haven't noticed.
Actually no... I notice nothing disturbing. You mean all the time or just while starting?
Re: Start times for vehicles
Posted: 2010-01-06 13:05
by killonsight95
the helis are like elts say attchetd to the ground before they take off thats why when you try to take off they fall over, so when apc's are attached they attach to well and when you get out before it starting properly it goes boing!
Re: Start times for vehicles
Posted: 2010-01-06 13:15
by alberto_di_gio
killonsight95 wrote:the helis are like elts say attchetd to the ground before they take off thats why when you try to take off they fall over, so when apc's are attached they attach to well and when you get out before it starting properly it goes boing!

no good will come out from this for our poor AT man.