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- Mar 10 2013, 4:07 PM (615 w, 3 d)
May 10 2016
the video is hilarious!
definitly +1
May 9 2016
maybe this helps to understand the reason behind the "slowmotion"-physics we got in so many games today:
http://tinybuildgames.com/why-procedural-physics-have-always-felt-super-dumb
I guess the given solution in arma3 is best option we can get.
i found these old topics which describe exactly the same problem.
http://forums.bistudio.com/showthread.php?106869-switching-weapons-AI-issues
thumps up for this one!
I guess this magnetism-effect is necessary to avoid the slow collision-dectection which comes with a physics-simulation. PhysX is constantly checking for overlapping geometrie/surfaces. To simulate a realistic collision-behaviour, especially for fast moving objects, physX needs to check the object-position as often as possible. Increasing this check-frequency has a high impact on hardware requirements. The vehicles in Arma3 seem weightless and rubberlike. That has been done to reduce the objectspeed so that the collision-detection can work properly while maintaining a decend framerate. Helis though have to be fast and agile - and to ensure that, the physic-simulation between the helicopter and the ground has to be circumvented.
I totally agree whit Helperman -
ArmA is meant to be an infantry "simulator" - but does it simulate a trained soldier, who knows how to manage recoil by himself or is this recoil-control part of the simulation?
When playing PvP i would say: keep it the way it is, because both sides are struggeling with the same problem. But the AI manages recoil like John Rambo himself and that is annoying as f'ck. Try to engage an AI-enemy around 50-100m away while crouching. If you don't kill him with the first bullet, he will hit you several times in full auto mode before you can place the second shoot.