Vehicle fires spread too quickly
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Comments (5)
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reporter I can't give any specific numbers, all I know this that it "feels" too fast based on the emitters that spawn, as they seem a bit too sedate; if the emitters were more energetic, the timings would make more sense).
If the timings were roughly double of what they are now, I think it would feel a bit more appropriate.
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Having looked at again, I take your point.
In commit 003e18a I have added a temporary exec & variable that allows you to adjust speed of vehicle fire spread.
The variable is a multiplying factor, set in console with "setfirespeed F". And you can set a tank on fire by typing 'hullfire' in console.
I have put in a default value of 3, which looks more like it. Maybe even a little more? Give it a try and see what you think.
The delay times for each hatch fire are logged on the client for reference.
Naturally, I'll remove this stuff & make permanent changes in DH_ROTreadCraft, once the best delay times are determined.
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reporter I'd say it looks better. Lock in that value and resolve this. :)
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- changed status to resolved
Resolved in commit c2b9617.
Turret hatch fire now starts 2-5 seconds after engine fire.
Driver hatch fire breaks out 2-5 seconds after turret fire (added fail-safe in case no turret fore time).
MG hatch fire breaks out 1-3 seconds after driver hatch fire.
Removed temp stuff.
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Assuming this means how fast the fire effects spread across the vehicle. For a vehicle/hull fire ,as opposed to just an engine fire, I currently have the timings set for:
Before I change it for a viewing, how much longer are you thinking of for the effects to spread, i.e. second or two more or quite a lot?