"Hitbox" - dimensions (question for Devs) ?
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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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@bill_3810:
Perfecto !
This is only a test. Nothing is done yet.
And as Arty said … as I understand it, it might (probably will) makes LOD editor unusable which is a no go at present time. But I am not a guru on this area. You will have to be a bit more patient as it will certainly not be implemented in the next version.
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.This is another story.
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This is only a test. Nothing is done yet.
And as Arty said … as I understand it, it might (probably will) makes LOD editor unusable which is a no go at present time. But I am not a guru on this area. You will have to be a bit more patient as it will certainly not be implemented in the next version.
This is another story.
Well maybe devs will have to come up with e new editor i mean ok i know that you people are very busy but think about it. Why having to do some things with the BMS editor and then go to LE and then again to the editor…. damn… too much! But something like the mirage poste would be awesome. Many other things alos would be awesome but then we go to a change of engine etc…
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Well sure having one tool instead of two is better, but the ones u mention manipulate different things. Lodeditor alone is a big project to do it from scratch and will need many resources.
It’s already outdated and a new version would help greatly. But since it works…
And since no one is making the effort to create a new one…sent from my mi5 using Tapatalk
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Happening to have a conversation about it, we’re trying to figure if the hitboxes are affected by SmartScaling. I’d say it’s not, but correct me if I’m wrong.