Jump to content
Sign in to follow this  
Uziyahu--IDF

Wind Simulation

Recommended Posts

Windage in ACE makes the game incredibly complicated.

I'm just repeating what I've heard. Go be sarcastic somewhere else.

Share this post


Link to post
Share on other sites

No seriously - that argument about it being simpler for new guys to get in - I can only imagine the horror on the faces of newbie snipers when they will see their bullets land a meter or two to the side past 1km

Share this post


Link to post
Share on other sites

Windage can be as simple as a difficulty setting, like other realism options.

Share this post


Link to post
Share on other sites

I understood Ivan Buchta as it would complicate things for AI. For players, dealing with windage isn't that much of a problem, and would fit well with the idea of specialist work being a little harder (ref TKOH flight model - and waaay to many snipers). As other new features, it takes a long time to "teach" AI to use and/or cope with these. Even as it stands now, I'm not overly impressed with the AIs ability to do long range shooting or lead a fleeing target - with enough distance you can outrun a shilka's bullet rain until you get to cover, and he will never (unless you stop :D) be able to "catch up", and the recent "see tracers from the wrong end" has made this capability an exploit (and yes, I do use it!).

Proper rocket ballistics is way higher on my priority list, especially considering how effective rockets are against vehicles. Having them extreme range with practically no dispersion makes AT weapons far too powerful. If windage was in, I would love to see this applied correctly on AT weapons too - the RPG-7 is a bit special in this regard, wonder if ACE got this right? :)

One thing that would help us out is if the wind were treated in-engine the same as the fog, rain & overcast, with a change to new settings over a specified timescale.

Like the new TKOH command? The syntax compared to other timescaled weather commands is weird, and it lets you set force only, not direction. Pluss it's not implemented yet, it's only in the description.

And what would REALLY help me is the possibility of these things being concurrent with each other, currently we can only change the fog over time, or the rain, or the overcast, not all 3 at the same time. So it means artificially chopping up any weather changes to step each one at a time.

That only applies to overcast and fog not being able to run in parallel. Rain and wind works nicely with everything else. Well, as far as I have been able to figure out anyway. Thing about rain however, I would like a delay before the engine kicks in and start overriding setRain. Trying to force steady heavy rain requires really dense loop to prevent visibility from fading in and out.

Share this post


Link to post
Share on other sites
No seriously - that argument about it being simpler for new guys to get in - I can only imagine the horror on the faces of newbie snipers when they will see their bullets land a meter or two to the side past 1km

I can imagine Arma 3 CIT. "Why don't my bullets hit?". Just sit back in the corner.... :rolleyes:

Edited by Rye

Share this post


Link to post
Share on other sites

Some simple scripting can add wind drift to bullets, so I wouldn't be worried about it.

Share this post


Link to post
Share on other sites

The problem is that scripting won't be sync'ed to a wind again if BIS will leave it as it is.

It's really weird to see grass and trees lean to the west with a barrel smoke being blown in the same direction by the wind - but bullets flying to the east in ACE2 because of the lack of sync.

Note that at the same time with ACE2 AI has no problem killing enemies even with windage.

Share this post


Link to post
Share on other sites
The problem is that scripting won't be sync'ed to a wind again if BIS will leave it as it is.

It's really weird to see grass and trees lean to the west with a barrel smoke being blown in the same direction by the wind - but bullets flying to the east in ACE2 because of the lack of sync.

Note that at the same time with ACE2 AI has no problem killing enemies even with windage.

If you mean wind isn't synced in MP, you could fix that with some scripting too.

Share this post


Link to post
Share on other sites

Wind would be nice for more than just bullets. Although that is important too, you could take advantage of a synchronized, universal wind effect for things like helicopter landing and even force of waves for that spanking new ocean they got. Although I can only imagine the speed of an AAVP7 going against waves :(

I understand that they don't want a complication for newbies, which is fine, but making it an option/difficulty setting would be wise. Even if it was only for single player. I spend most of my time with the editor anyway :D

Share this post


Link to post
Share on other sites

Don't snipers have spotters usually IRL?

If you try that in Arma/ACE, you will notice your spotter has different wind than you. I wouldn't like to see this in Arma 3 again...

Share this post


Link to post
Share on other sites
If you mean wind isn't synced in MP, you could fix that with some scripting too.

So if it's all possible why BIS does not want to implement it?

Things I (and I'm sure many other people too) like about AA2 (especially since 1.54) is that shooting takes skill, patience and experience and windage will add another gameplay element for snipers making it not as easy and at the same time more interesting.

It isn't like wind affects assault rifles much. As ACE2 solved the lack of windage pretty well.

Share this post


Link to post
Share on other sites

Apparently it's because they are concerned about how new players and AI will handle it. I'd still like to see it implemented in the core game though.

Share this post


Link to post
Share on other sites
So if it's all possible why BIS does not want to implement it?

Who knows/cares? BIS will do as they please, and if someone really wants it they can easily implement it themselves.

Share this post


Link to post
Share on other sites
Don't snipers have spotters usually IRL?

Yeah, patience too :p Isn't spotters of kinda limited value? Since the spotter can't see the impact I mean. I tend to give my spotter additional things to do, just to attract people to the role. Like being the (scripted) mortar forward observer, or only one to get a TWS weapon etc (to ease the task of protecting the sniper team mostly).

Share this post


Link to post
Share on other sites
Isn't spotters of kinda limited value?

I played as a non-sniper part of a sniper team quite a lot and I always had a lot of things to do. Snipers are useless in CQB or short range engagements so I had quite a share of fighting when we were on the move or spotted and flanked by enemies. All while watching main forces fight from the side.

Of course I'm talking about quality coop missions with enemies everywhere not "I lie on a Takistani hill and pop enemy heads in the only village where they are"

Share this post


Link to post
Share on other sites

We can't see splash because we can't see where our partner hits most of the time, it's random - sometimes you do, sometimes you don't, most times you don't, yet the sniper can see his own splash without a problem. That's why we drop the level and just run tracers, even through precision rifles.

I agree Metal on the fact it's very hard in a close quarters situation. But with additions like the MK12 and M110 you can get an improvement of the way it turns out. I believe this is where 3D scopes would really shine. And they may be useless for the engagement ranges seen in most villages and close quarters battle in vanilla maps but they'll shine in maps like Fallujah.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×