Author Topic: Adaptive cockpit shake  (Read 645 times)

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Offline -SM-SUCKER

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Adaptive cockpit shake
« on: May 16, 2011, 09:58:40 AM »
The SRM-Vulture thread got me thinking again. Especially the cockpit shake induced by different weapons.
A single BA SRM should definatly not have the same effect as a Heavy Gauss round.
Maybe the induced shakes by a single missile should be decreased a bit, to balance the srm stream with mechs within the same price range.
And an AC20 hitting a light mech should have other effects that on a heavy mech.
Stationary mechs could also have a slight bonus, where mechs in full sprint get more shakes.
I do not know about the possibilities to include "directional shakes" considereing the section which was hit. Like if you get hit in the left torso, the whole torso is slightly turned left.

Offline Draekros

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Re: Adaptive cockpit shake
« Reply #1 on: May 16, 2011, 10:02:36 AM »
That has some interesting possibilities. :) It makes an evil sense ... just make sure I'm not the one getting hit by all those SRMs... my aim sucks enough as it is.   :P
Heavier rounds should probably rock your world (so to speak). 80 MRMs should rock your socks off (assuming it doesn't kill you).  ;D

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Offline ELH_Vivicector

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Re: Adaptive cockpit shake
« Reply #2 on: May 16, 2011, 10:06:40 AM »
Yep, good thing. Not critically vital, but good. I loved how it was in MW4 (don't want to describe it) . Fafnir's punch should beat cold a light mech.

Offline Draekros

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Re: Adaptive cockpit shake
« Reply #3 on: May 16, 2011, 10:11:33 AM »
I also loved some of the "physics" in MW4... dual/triple LBX20s making a light 'Mech smash into the ground and slide around. Always brings a smile to my face.  ;D

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Offline ELH_Vivicector

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Re: Adaptive cockpit shake
« Reply #4 on: May 16, 2011, 03:11:22 PM »
However, I believe devs will have difficulties programming mech falling and getting up.

But just imagine: HGauss hit turns your view by 40 degrees and it takes 2-3 secs to recover!

Offline -SM-SUCKER

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Re: Adaptive cockpit shake
« Reply #5 on: August 02, 2011, 05:09:40 PM »
Sorry for the bumpage, but is there any info on this topic. Someone involved who could tell us whether this is possible or not.

Offline ~SJ~ Atlessa

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Re: Adaptive cockpit shake
« Reply #6 on: August 02, 2011, 06:15:36 PM »
However, I believe devs will have difficulties programming mech falling and getting up.

Well... the falling down part should be easy: just "tell" the engine that the 'Mech has only one leg left, which gets reset a couple seconds later (while still keeping track of actual damage to said leg internally)

GETTING UP however.........  :o


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Offline CGB [CoffiNail]

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Re: Adaptive cockpit shake
« Reply #7 on: August 02, 2011, 06:26:20 PM »
However, I believe devs will have difficulties programming mech falling and getting up.

Well... the falling down part should be easy: just "tell" the engine that the 'Mech has only one leg left, which gets reset a couple seconds later (while still keeping track of actual damage to said leg internally)

GETTING UP however.........  :o
Getting up would require new animations for every one of the mechs... Those animatitors are much better suited to being used to make the animations for the new mech and assets... so the only time i see this happening is if we get a crazy amount of animators randomly, or near release and after they have all the mechs they want.

It is a nice idea...



Offline -SM-SUCKER

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Re: Adaptive cockpit shake
« Reply #8 on: January 11, 2012, 08:17:07 AM »
Have been listening to the podcast, and I am somewhat happy that the cockpitshake will be changed. Especially after hearing that chassis weight will be considered.
Can we, as your trusted beta testers get some more insight on how far the process of implementation has gone?
Or any other info you might share on the subject?

Offline ELH_Vivicector

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Re: Adaptive cockpit shake
« Reply #9 on: January 11, 2012, 08:25:45 AM »
Yea, was happy to hear that too. More reasons to use Assaults (NCat C, y u no lolshake Awesome ;D ).

Is there any way to reflect Gauss and bigger ACs hits? I loved MW4 torso turns on hit.

Online ~SJ~MausGMR

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Re: Adaptive cockpit shake
« Reply #10 on: January 11, 2012, 09:21:09 AM »
Have been listening to the podcast, and I am somewhat happy that the cockpitshake will be changed. Especially after hearing that chassis weight will be considered.
Can we, as your trusted beta testers get some more insight on how far the process of implementation has gone?
Or any other info you might share on the subject?

We're working on it ;)


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Offline Cik

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Re: Adaptive cockpit shake
« Reply #11 on: January 11, 2012, 09:29:17 AM »
if possible, wonderful. if feasible, should be pursued. it may be difficult to code, though. it seems like a complicated mess of calculations to get the game to do.

Offline thEClaw

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Re: Adaptive cockpit shake
« Reply #12 on: January 11, 2012, 11:22:50 AM »
Is there any way to reflect Gauss and bigger ACs hits? I loved MW4 torso turns on hit.
That would be very nice indeed. At least mathematically it shouldn't be hard to do. Give every bullet a weight, calculate angular momentum depending on the hit position, use a funny quadratic mapping to twist the torso up to thirty degrees.
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Offline Az

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Re: Adaptive cockpit shake
« Reply #13 on: January 12, 2012, 01:36:43 AM »
We're working on it ;)

Indeed! The side torso transfer ratio wasn't the only change recently made to the Atlas, I spotted this line too :
<Seat [...] explosionShakeMult="0.02" [...] name="driver" part="cockpitview" seatGroupIndex="1" sitHelper="driverSitPos">

It used to be same as all other mechs (including the Fafnir):
<Seat [...] explosionShakeMult="0.2" [...] name="driver" part="cockpitview" seatGroupIndex="1" sitHelper="driverSitPos">

But I don't know if that parameter alone is enough to affect screen shake. Has anyone used an Atlas lately and noticed something?

Offline Cik

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Re: Adaptive cockpit shake
« Reply #14 on: January 12, 2012, 11:07:01 PM »
We're working on it ;)

Indeed! The side torso transfer ratio wasn't the only change recently made to the Atlas, I spotted this line too :
<Seat [...] explosionShakeMult="0.02" [...] name="driver" part="cockpitview" seatGroupIndex="1" sitHelper="driverSitPos">

It used to be same as all other mechs (including the Fafnir):
<Seat [...] explosionShakeMult="0.2" [...] name="driver" part="cockpitview" seatGroupIndex="1" sitHelper="driverSitPos">

But I don't know if that parameter alone is enough to affect screen shake. Has anyone used an Atlas lately and noticed something?

ha. pro! there was a thread about this at one point and that is basically what 90% of what the community suggested.