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Helicopter take off and land down is unrealistic
Closed, ResolvedPublic

Description

To make the action more realistic there should be a lot of dust when the chopper is close the ground. Grass flying around. And even maybe an automatic crouch position for people who are closing to the chopper as it is too windy.What do you think ?

Details

Legacy ID
1654459636
Severity
None
Resolution
Open
Reproducibility
Always
Category
Game Physics

Event Timeline

AlperOzsahin edited Additional Information. (Show Details)
AlperOzsahin set Category to Game Physics.
AlperOzsahin set Reproducibility to Always.
AlperOzsahin set Severity to None.
AlperOzsahin set Resolution to Open.
AlperOzsahin set Legacy ID to 1654459636.May 7 2016, 2:35 PM
arziben added a subscriber: arziben.May 7 2016, 2:35 PM

you've got a point, but the amount of ressource for generating this much particles would kill your fps I think

or

it's going to be implemented

pick one

AD2001 added a subscriber: AD2001.May 7 2016, 2:35 PM

Maybe not the grass, but dust and automatic crouch are good suggestions.
/upvoted

It could be kept simple just with dust and wind effect. Wouldnt be such a FPS killer. Imagine soldiers randomly turning their heads down to avoid dust etc . The feeling of walking difficultly nope ?

riise added a subscriber: riise.May 7 2016, 2:35 PM
riise added a comment.Jun 30 2013, 8:44 AM

Besides wind and dust there should be blurry vision without protecting glasses.

Flying grass etc could be done by an animated 2D overlay on players viewport, not with actual particles so it wouldn't be FPS killer. It would be activadet in acertain radius of the chopper.

I think developers would be more likely to look into the issues, if the title would be less like yellow press ("The heli landing is totally unrealistic!!!") and more like specific issue being reported ("There is no dust upon helicopter takeoff/landing").

MadDogX added a subscriber: MadDogX.May 7 2016, 2:35 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.