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Yesterday I was playing some Project Reality, and I was in the APC squad in the Yamalia map. For those who don't know, that map is composed by medium grass fields separating "islands" of taller land with semi dense tree forests on them. It is a really enjoyable map, but playing as a Heavy Vehicle driver I discovered something that I had never imagined could be so annoying and detrimental to armored gameplay: the indestructible trees. While driving in between the trees, there were some times that I tried to just run over some trees, just not to go around them and lose valuable time (very valuable in fact: my other squad mates' LAVs were engaging enemy BTRs and needed my help). I wasn't trying to run over a baobab or anything of the sort, just a tiny little tree. However, the LAV just ridiculously bumped into it (even taking damage!), and I had to back off and maneuver around anyway. So the second or third time that happened to me I decided to come here and ask you to PLEASE try to implement some way for Medium and Heavy vehicles to just run over trees, as they would in real life, just like in this video: https://www.youtube.com/watch?v=MKnB5XabdxI (it's some old soviet armored tracked vehicle just not giving a fuck about some medium-girth tall trees) or in this one: https://www.youtube.com/watch?v=2wimFnubzrQ (an Abrams saying fuck you to a pretty big tree). I'm angry at trees right now, I know you can tell, but still, I think that if this could be done it would make armor much more versatile and the overall game more immersive. Maybe I got so insistent on this tree crushing because I had played this CoD1 mission (https://www.youtube.com/watch?v=ILI5zzKsHw0) on the same day the Yamalia Tree Conspiracy happened to me, but if a 2003 game could do it, then it just doesn't seem that hard to do in 2015 now. I'm no videogame programmer though, so that's why I came here, to hear why I'm wrong and this isn't convenient to be added to squad. Thanks for your attention.
So I haven't heard anything about armor pen, modules, ect. I am of course talking about damage models, taken in far greater detail then lets say, arma, war thunder, ect. as the pictures below. My thoughts would be having module damage, there should be no such thing as "hit-points" rather overall damage that would cause the vehicle to be a banded or destroyed. It can be done reletively easily as knocking out modules would add for realism(as PR was famous for vehicle combat). Or like russian tanks are famous for; putting ammunition around the turret so most penetrations cause internal explosion. ::::rant starts here:::: So I heard squad thought about implementing the armata platform. One question, If the T-90 has seen little to no action why would you even add the armata which the specs will be classified for a long time. The T-90 would make sense or any other T-72 implemtation. If you are gonna go that crazy you should add the fucking polish super tank the PL-PAC01. I don't mean to go off on the russo fanboys, but if we are sticking to whats realistic why add a tank that has maybe 10 produced, with specs you are just guessing on. ::::END ARMATA RANT HERE:::: I will edit as I find more documentation.
What is Immersive Driving? Immersive driving is probably the polar opposite of all FPS land based vehicle control. I'm not sure how to implement it fully but some examples have been suggested in other threads. The idea is to enhance the experience of driving vehicles and make it much more interesting and also slightly more challenging Immersive Driving Might Include: Manual gear changing only (perhaps unrealistic but used to enhance driving and hence gaming experience)The ability to turn on and off engines Vehicle brakeHandbrake/parking break/mountain brake (to stop or resist the annoying sliding down terrain to a certain degree)Balancing Terrain with Vehicle Speed and ManoeuvrabilityPerhaps a 'GPS direction system' for some maps (not neccessarily all, not sure if possible)Exterior Mirrors or Camera views (JACKAL can be mounted with FLIR, I'm not talking about 3p view)Vehicle Dynamic Damage, Disability, Decal & Destruction System (Vehicles that are disabled/unusable AND not exploded/onfire/'wreck' status)Dynamic Dashboards (speed gauge ect)Lock vehicle/Restrict Vehicle to squad/personnel(with automatic unlock time of 10 or 15 minutes - so team can still use vehicle if vehicle is abandoned or squad disconnects)More terrain features specific to vehicles (traps/ditches, road craters ...model could be 'blast crater', impassable terrain/roadblock, enforced usage of deployable bridges (in a minority of maps or to cross a certain area of the map, limited terrain deformation limited for network physics and bandwidth, player made terrain traps...limited with conditions, more chances of crashing vehicles with careless driving)Vehicle Driver VOIP Channel (friendly team only)Vehicle sensors for parking/proximity'Shot Detection' Sensor for vehicles that have it IRL (system gives audio cue to compass bearing, device exists IRL...not sure if it is used much or deployed. Probably used to feed intel to machine gunnners or disembarked troops)Passenger Injuries from SOME crashesObviously some of these ideas have been suggested and I've tried to link them (where possible). However, I did add some original ideas into the mix and my suggestion is the actual concept of driving needing to be improved upon from PR. I'm not endorsing or saying all of the suggested implementation ideas are good. They're just ideas to hopefully inspire ideas or possibilities.