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Showing results for tags 'physics'.
Found 9 results
Ask the developers. Will you improve ragdoll physics in the future? I have never seen any developer respond to me about this. I posted this before, but there was no reply from the developer. I will keep posting. If there is still no one to answer me. This is what I would like the developers to see and think about how ragdoll physics should be. https://www.youtube.com/watch?v=gGpZZe2u-zY This is what i posted before : /r/joinsquad/comments/cfmt5q/to_the_dev_who_working_on_ragdoll_physics_plz_fix/ I'm serious. I look forward to the answer from the developer. Thank you.
I was thinking maybe explosions should affect the bodies of people getting hit, not just make them fall to the ground. I am thinking if an explosion can move a tank then maybe a body will, you know at least fly a little sideways. I mean, after all, an explosion is just a big gush of wind added with shrapnel. If you could make this a bit discrete I think that would be a nice effect and also more realistic. I understand of course, that a hand grenade isn't going to throw someone 10ft up on the air, but I could imagine maybe you are pushed maybe at least 1 ft sideways if you stand right next to it, or so. Maybe 3-5 ft for the biggest explosions.
As a frequent squad-leader I like to drive. It gives me more control over where we wind up under contact and makes sure my squad starts out exactly where I want/need it to. However, sometimes my almost 8 ton (metric) truck can't get through a small bush. While I understand that maybe a techie would get stuck/tangled. It doesn't make sense with a truck that size. Even less so when it comes to a freaking Stryker or BTR. Same with the tracked vehicles. So, what I propose (if it's not way too complicated) is to make it so the bushes (depending on size and type) let certain vehicles through without collision depending on their weight and possibly even speed and type. This would not only make realistic sense, it would also make tactical considerations, route-planning and vehicle selection more relevant in-game. Especially in more heavily forested maps during flanking maneuvers. Lastly, please vote in the poll at the top of the post, it's one click and about 3 seconds of your time. It will at the very least give an indication to devs about wether this is actually desirable or not. PS: I get if this wouldn't take huge priority but it's one of my pet-peeves so to speak that sometimes gets really annoying after getting stopped dead in my tracks by a child-sized bush while transporting an entire squad to the objective in said 8 ton truck, especially at the start of the round where speed is vital. I'm not even sure if this engine would permit such adjustments to physics/collision. However if it does, I would be forever thankful! PSS: Not talking about destruction of bushes etc. since that would most likely be waaay too complicated to get working in this engine.
The ability to walk/run ontop of high walls between rooftops etc isn't very realistic for heavy loaded soldiers, it belongs more in a parkour game than Squad. There should be a high risk of falling/stumbling if walking or running. Maybe it could work with crouching/proning.
So after reading this article about the benefits of running a dedicated PhysX card to handle physics computations, I'm wondering if we would benefit from this in Squad. Games like Batman Arkham Asylum and other action games have a lot of PhysX content but I'm not sure how much Squad has. The less physics computations needed, the less you'd benefit from having a dedicated PhysX card. What do you guys think? Article here http://www.volnapc.com/all-posts/how-much-difference-does-a-dedicated-physx-card-make
Greetings to all the Squad supporting community. Firstly, I'm a newcommer who is looking forward to purchasing the game since it's budding up to be a great recap on what is PR:BF2. What I've seen so far is a very neat adaptation of what the game was like, which is already giving very good impressions; but since what has now changed is the all-new Unreal Engine 4 the game is going to be based on, there's lot of room for improvement which is worth making happen by utilising many resources it has to offer. That said, there are many interesting suggestions that have been made to improve the gameplay: dynamic environment (grass being stepped upon, vehicles and characters collecting dirt, smoke and dust adapting to rooms, destructible objects), character physics (stamina affecting weapon balance, arm sway), and so on. However, there is an important point I think we are missing: collision avoidance. What I mean with it is preventing that characters, weapons and vehicles glitch through static objects such as buildings, trees or the ground. In PR it used to be quite frustrating proning with the legs against some sandbags and seeing them stick out through them, giving your position to the enemy and the chance to shoot you. The same happens when your character's weapon stretches out when crawling towards the edge of a crest or ridge. Might be something the devs have already taken into account in bringing it to some future patch. In any case, whether its simple or not to implement, I think it could be a good detail that would add to the game in overall. Artilerien
Hello dev team, in the past I have posted a few game dev Q&A threads (perhaps there should be a megathread of some sort). My current questions are related to Squad's physics engine, partially inspired by this thread. Is anyone on the dev team designated as the physics programmer? Has the UE4 physics engine been modified (or extended) for use in Squad? If so, how long did it take to become familiar with the code base for UE4's physics engine? Were there any resources used to help become familiar with the physics engine?
Is there a chance that you may add blood physics, and rag doll physics? They were good in Unreal Engine 3, and I'm sure they can be perfected in Unreal Engine 4. The reason I ask, is because it adds morbid realism to the game, and it makes downing an enemy more satisfying. Also, the blood can be used to know if you have gotten a hit on the person you're shooting at. Like in CS:GO, there is no indication on if you've hit someone except the blood splatter behind them or the bullet wounds on their body. I want to see something like in Red Orchestra 2, or Brothers in Arms: Hells Highway. And of course, there can be the option to turn them off. Anyway, so far, this game looks great! Keep up the good work.