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mr.g-c

Wheeled Vehicle slowdown, when away from road

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There is one issue, which is hopefully changed in Arma2:

Im talking about wheeled vehicles, means cars,trucks,bikes, which currently braking very sudden and very hard down, as soon as youll get just a few inches away from the road. This is very very unrealistic.

I know that cars should and do drive faster when on a road than when driving on grass/dirt/mus, but not in this way currently handled.

A suggestion would be to give a car simply less grip when it hits the dirt/grass so it would easylie start to slide/oversteer/understeer as soon as it get with fullspeed of a main road.

But it should still be possible to drive alot faster on grass/dirt than it is currently possible.

Best Regards, Christian

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Aye, it would make driving in combat much more believable, you can't attempt to dodge enemy fire by getting off the road in ArmA cause you get so slow and therefore you become an easy target.

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Yeah its kinda annoying, i modded it in ArmA1 so they are alot faster offroad and thats alot more fun/realistic IMO. smile_o.gif

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Vehicles should be damaged from driving over rough terrain at excessive speed.

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Vehicles should be damaged from driving over rough terrain at excessive speed.

Agree, this is a simulator, not CS or Battlefield

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Well the braking effect feels excessive, especially when there is no visual clues, other than not driving on road, as to why the vehicle is slowing down so drastically.

It might simulate terrain roughness but it feels wrong when there is nothing visual to show the player why the speed should slow down so drastically. The vehicle doesn't sink into the ground, no rocks, nothing other than different colour than the road.

If BIS continues to develop these kinds of games in the future, I suggest they consider how to simulate vehicles sinking into the terrain (and maybe even leaving deep trails), like when driving on 0.5 m snow. We Northern people would like to have that to simulate our conditions in the Winter, and I don't think others would be sorry to have it either.

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Vehicles should be damaged from driving over rough terrain at excessive speed.

Let's just hope they don't suddenly explode, as it is with damage in games.

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I agree with Baddo, and  suggested similar thing a long time ago, but who reads those sugestions anyway...

It's somewhat justifiable by the fact that there's no visible ditches, fallen tree trunks, shrubs, rocks, and all those things that damage your vehicle (even the toughest) when going too much offroad (or just leaving the road for one second). It doesn't have to meen your vehicle is instantly dead, you could just stuck in a ditch and couldn't get out of it, you could break your suspenssion, tyres, tracks etc. In ofp/arma it doesn't matter if you're driving UAZ or a MBT, you can drive anywhere you want, which makes roads less important from the strategic point of view. Your tanks cannot sink in the mud or sand or something. Maybe it's asking too much, but when it comes to terrain quality, again from the strategic point of view, warsim's realism shouldn't be much different from a good racing sim.

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A higher resolution of the surface grid would also improve the roughness effect. In ArmA, the ground's surface properties are defined on a 40m x 40m grid (1/12th of (the satellite/layer mask segment size minus the segment overlap)), adopting the first used surface (in order of definition) as that grid's surface. This results in almost the entire game world having the same surface properties (sand or grass) irrespective of visual properties.

Ideally each different terrain surface type should have it's own properties, calculated at the same resolution as the visual representation. This would allow the currently existing surface type definitions to have some use, making the different terrain types more than just eye-candy.

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