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Adjusting Aircraft Landing Destrction

Posted: Mon Nov 20, 2006 4:38 am
by AlphaOne
I would like to be able to set it up so that you can hit the ground fairly hard and not explode. I'm hoping to make this lead to reasonably easy air transport. What setting do I need to manipulate to change this?

Posted: Mon Nov 20, 2006 12:56 pm
by zaroba
subgame settings -> max landing speed

on zoric i think i have it set to 250. you can turn off the throttle at 1200 alt and fall to the ground without exploding.

Posted: Tue Dec 05, 2006 2:51 am
by AlphaOne
Great, thats just about how I want it to be, I'm hoping to find a way to balance it so that air travel really is more effective than ground travel.

Posted: Tue Dec 05, 2006 3:15 am
by zaroba
good luck :P

unless you make the vehicles slow, the worlds really aren't big enough to make air travel highly effective. even if you make the world larger, vehicles would still ahve to be pretty slow.

can think of it this way...if it takes less then 30 secs to cross the world in a ground vehicle, people probably wont look to planes :P

Posted: Tue Dec 05, 2006 10:31 am
by Mit
if it takes less then 30 secs to cross the world in a ground vehicle, people probably wont look to planes
there is a simple answer to that, of course :]

Regarding the world size, theres no reason you cant make worlds that are significantly sized - tho you'll lose resolution on the landscape and the 256x256 tiles mapsize limit is somewhat 'old-gen', its exactly the same limitations as other big-scale games (e.g. Tribes) we made with. (a few years back... :] )

Posted: Tue Dec 05, 2006 12:12 pm
by zaroba
theirs also the fact that a significantly larger map would have buildings that are significantly further apart since you can only put 1 building per tile :P

zoric's map is twice the default size and it only takes about 30 secs to cross the map in a vehicle that only goes 130mph.

Posted: Wed Dec 06, 2006 1:59 pm
by zaroba
actually, i keep forgetting...zoric's map is 4x default size, not 2x
the value in the settings is set to 2x, but this means tiles are longer AND wider, which overall equals 4x tilesize.