"Hitbox" - dimensions (question for Devs) ?
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Yeap as far as I know I use feet in those. Also from the way it is calculated from 3dsmax to derive to the numbers first u change the units to feet then u run the script and the values it gives are entered in the fields u have highlighted.
So it’s feet. -
@A.S:
If that is true, than good luck hitting a box of
5.60 m lenght
1.30 m width
0.76 m thicknessfrom those distances and from the side (leveled wings to your gun-shot) with guns at those speeds
in comparision - real F-16:
14.52m lenght
9.45m wingspan
5.09m hight (gears and rudder)If you increase values, no more close formation is possible and be-careful on airbase getting out of the shelter …
Here is the F-16 hitbox (one can’t include the entire wingspan, it wouldn’t more realistic than it is at present time!)
Maybe one day multiple hitboxes (?)
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If you change this
That would be cheating Dee-Jay ! No Go !
(add ACP coverage to DB aswell)
btw… did you draw that red box… or is that a dev-debug mode? If so, how ?
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@A.S:
That would be cheating Dee-Jay ! No Go !
(add ACP coverage to DB aswell)
btw… did you draw that red box… or is that a dev-debug mode? If so, how ?
Not drawn. It is debug on BTest version … I do not know how to.
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Not drawn. It is debug on BTest version … I do not know how to.
well a solution would be to have 2 hitboxes. One per axis. XY.
Not perfect for complex models but super close to reality and more easy for cpu resources?
and a third maybe for the complex ones?
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I think Cliffs over Dover has over 200 hitboxes per plane afair.
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well a solution would be to have 2 hitboxes. One per axis. XY.
Not perfect for complex models but super close to reality and more easy for cpu resources?
and a third maybe for the complex ones?
Yep, two or more … but as far as I’ve understood, it is CPU consuming.
Not done nor started ATM. -
but as far as I’ve understood, it is CPU consuming.
nahh. look how many hitboxes other sims have.
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Other Sims doesn’t have the Falcon Engine.
DJ well maybe the bubble or Radius could reduce this.
Meaning the hitbox starts to be calculated when 2 or more entities get merged radius. Then if the boxes collide - merge then kaboom on the params defined.
So the ones must be calculated after the radius. So the radius can remain one but the boxes can be 2 or three.
having more than 3 (yes I would love it) but CPU’s would melt. Also they will have multiple common areas and calculations might have to be done for repeating things. Sure code can exclude such but hey it’s from 1998…
Edit: Not to mention that such work will kill LODEditor compatibility… AAAAAOOOOOUUUUUUUCCCCCCHHHHHHHHHHHHHHH…
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Other Sims doesn’t have the Falcon Engine.
FreeFalcon used the same engine and had multiple hit boxes!!!
C9
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One does not laod things on the CPU which:
- are visible objects… but outside of visible range (if eyes cant not see it, no need to calculate in full detail)
- which are colide-able …but are outside of critical collision-range
correct Arty.
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@Cloud:
FreeFalcon used the same engine and had multiple hit boxes!!!
C9
And how where they managed and declared?
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This is where I worked on the Su27
Collision point position
Xposit Yposit Zposit
0.0 0.0 0.53
-12.90 0.0 -3.92
-45.72 0.0 -11.11
-31.68 -15.78 -0.16
-31.68 15.78 -0.16
-44.35 -9.51 1.05
-44.35 9.51 1.05
-33.83 -2.05 4.19
-33.83 2.05 4.19
-45.76 0.0 1.53
-18.11 0.0 2.84
This is actually the F16 for any that were confused.
Acdata
I believe there is a difference between “hitbox” and “collilion” dimensions. (usage)
I don’t remember working on the DB for obvious reasons.PS: The “obvious reasons” aren’t:drink:, well may be a bit, but I don’t like changing things where I don’t have a reasonable understand or the time to test implications.
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If you increase values, no more close formation is possible and be-careful on airbase getting out of the shelter …
Here is the F-16 hitbox (one can’t include the entire wingspan, it wouldn’t more realistic than it is at present time!)
Maybe one day multiple hitboxes (?)
Hitboxes are so old fashioned - what would be really really cool is hit textures. Software detects an impact on one of the textures, and acts accordingly. That would be awesome.
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just landed in my mailbox …. (DCS)
if you look CLoD its even more complex.
That kind of complexity is not really needed imo for BMS, but a litte more defined would be nice.
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@A.S:
That kind of complexity is not really needed imo for BMS, but a litte more defined would be nice.
Like this … ?
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U tease!!! [emoji38]
sent from my mi5 using Tapatalk
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excellent !
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Like this … ?
Perfecto !
With associated damage depending on the area hit.
Not sure if this is possible in this version of of BMS but one can only hope.
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