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laywiin

Arma III - Explosion and Tracerbullet effects

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ArmA does model booster engine burnout, just in a hilarious way that has no relation to real-world ballistics. For all the excellence of BI's shell and bullet ballistics, their MANPAD rockets will start drifting backwards through the air when they run out of gas.

Edited by maturin

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ArmA does model booster engine burnout, just in a hilarious way that has no relation to real-world ballistics. For all the excellence of their shell and bullet ballistics, MANPAD rockets will start drifting backwards through the air when they run out of gas.

I guess we learn something everyday then...

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Nice to see all this reps on this topic, I was really happy too see that people also want this to be changed! lets get it done, we need the word from Arma team! please do something about it!

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Hi, for what i've seen on the ArmA3 videos... i would say that the dust effects haven't changed that much, unlike the tracers; that they've been very improved IMO but not enough.

The dust is always the same, a ball or barrier like cloud and always of the same colour; no matters the surface where the explosion occurs... for 'em is the same a 40mm nade going off on a wet land field... than on a dry field, than in the desert... than in a paved street... than in the ground or on a vertical wall. It should change the direction that the dust/smoke effect is created in relation to the inclination of the surface and the surface composition itself, you almost don't see any dust at all when there's a small or medium explossion on a wet field or surface, but you see alot of low dust when there's any explossion on a dry field. I'd missed this alot on the OFP, the ArmA and the ArmA2, but i think that's late because this would require an entire re-writing or change on the particles calculator of the graphic engine or the whole game's engine and that don't gonna happen. Let's C ya

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