*SSM Limiting Altitude in SA342s

Ask questions, discuss ideas, get answers
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: *SSM Limiting Altitude in SA342s

Post by freddy »

Swaffy wrote:Test ran on Swaffy's Mod on map A Test Map.
Code saved in ObjectSpawnTemplates.con under Conquest.

Code tested:
game.setphysics.airDensityZeroAtHeight 10
physics.airDensityZeroAtHeight

try again :)
russ
Posts: 73
Joined: Sun Oct 29, 2017 8:12 am

Re: *SSM Limiting Altitude in SA342s

Post by russ »

Here's what happens when someone drops the zero air density altitude to zero while you are flying:



Here's what happens when it's zero at takeoff:



Note that the takeoff roll is quite fast. It looks like if anything it will make helicopters better.
tonawandares
Posts: 22
Joined: Mon Mar 26, 2018 12:51 pm

Re: *SSM Limiting Altitude in SA342s

Post by tonawandares »

All who contributed...I really appreciated all of the input.
It seems that I may not be able to find a server-side remedy for this as I was thinking.
I was given a suggestion of increasing the "fog" to disorientate the helo pilot quickly, much like the "dust" in Dustbowl.
I don't believe it is actually fog or dust I'll be modding; maybe visibility, but I'm beginning my search for how to do that server-side.

Again thank you all. You all provided great possibilities.

~tona
russ
Posts: 73
Joined: Sun Oct 29, 2017 8:12 am

Re: *SSM Limiting Altitude in SA342s

Post by russ »

Another quick idea. You could put in some death bubbles at altitude.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: *SSM Limiting Altitude in SA342s

Post by freddy »

russ wrote:Another quick idea. You could put in some death bubbles at altitude.
Thats a good idea!
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: *SSM Limiting Altitude in SA342s

Post by Swaffy »

freddy wrote:
russ wrote:Another quick idea. You could put in some death bubbles at altitude.
Thats a good idea!
I'm not sure how these would work since they are spherical
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: *SSM Limiting Altitude in SA342s

Post by freddy »

The same way a runway can supply planes with ammo for example.
russ
Posts: 73
Joined: Sun Oct 29, 2017 8:12 am

Re: *SSM Limiting Altitude in SA342s

Post by russ »

You just put a bunch of bubbles at altitude. Depending on how the engine works, you might be able to cheat and put it at 10,000,000 meters or something and set the radius to 9,999,900 meters.
tonawandares
Posts: 22
Joined: Mon Mar 26, 2018 12:51 pm

Re: *SSM Limiting Altitude in SA342s

Post by tonawandares »

russ wrote:You just put a bunch of bubbles at altitude. Depending on how the engine works, you might be able to cheat and put it at 10,000,000 meters or something and set the radius to 9,999,900 meters.
I will certainly give it a try! Thanks.

~tona
tonawandares
Posts: 22
Joined: Mon Mar 26, 2018 12:51 pm

Re: *SSM Limiting Altitude in SA342s

Post by tonawandares »

Russ is the Winner...I wish I had a prize for you but I do give you a round of applause and a big thank you.

For our needs, I set nine positions at 500 alt.
I set the radius at 250 which is total overkill. I think it could have easily been 100..
The 250 ensures total overlap and full map coverage.
It works like a charm.
I set the kill rate down so the pilot has enough time to drop altitude to keep gameplay in tack.

Once again, a big thanks to you guys for all of your ideas.
I learned a lot doing this.

~tona
Post Reply