[Script] [WIP] Aircraft Jet Blast
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@nathanjamesddg151 yeah, that's actually rare when only the wing goes off... It's often a big boom or nothing. Soft-body physics would be awesome, but GTA isn't beamng
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@TheSigui I know. I wish GTA V had a modified physics engine from BeamNG. I mean, not one hit you're toast type damage, but at least a better damage model system. For next gen, it's even worse than last gen.
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@nathanjamesddg151 that can be done. Falling apart when destroyed in zmodeler 3
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@TheSigui it can be achieved but. No one is focusing on it. Aircraft's wing falling off etc is actually achievable
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@FoxtrotDelta achievable, but rarer than a complete plane explosion
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@nathanjamesddg151 I think it's the thor's hammer's collision problem.....
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@TheSigui Plus Beamng keeps track of every individual part of the vehicle...wait, so those realistic damage mods that crank up deformation aren't soft-body physics?
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@Think_Tank very small compared to beamng, and the game isn't based on that. Though, i'm quite inexperimented with it.
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You might want to look at the handling line for this new vehicle, and see if that can be duplicated into the handling line for the jets: https://www.reddit.com/r/GrandTheftAutoV/comments/5iqncy/everyone_i_meet_is_blown_away_when_they_see_my/
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Talking about the rocket voltic... In my opinion the flame effects would make a better afterburner than the one we currently have.
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Thought about that, too. I guess a small script could allow us to have that effect for more than just a second.
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@Oskar or may be, we wouldn't need a script at all. but its a may be , at this point.
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@FoxtrotDelta There is no line in the handling.meta or the vehicles.meta which can set how long the effect lasts so a script is probably needed to recharge it.
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@Oskar hmm. that's why i used May be
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@FoxtrotDelta @Camxxcore Any news on what ressources the mod will be based on ?
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Okay a new version is up on github: https://github.com/CamxxCore/GTAV_JetThrustPhysics/releases/tag/v0.5-pre-alpha
A few additions with this one
Now the amount thrust is relative to the overall size of the plane as well as the throttle (forces will be much stronger when the engines are at full vs. idle). Also added a dynamic "trigger range" which adjusts relative to the amount of thrust being put out by the engine (the "jet stream" behind the engine will grow longer when the turbines are spinning faster). On top of this I added a reverse thrust feature (forces will now be inverted when the plane is in reverse, instead pulling objects/ peds toward the engine, no longer defying basic laws of physics :P) and did even more tweaking to the direction and scale of the forces to simulate something that is more believable..
I tried to get the animations working for peds getting pulled into the engine, but it was not very successful on the first try. It looked pretty strange since the animations from that mission with the plane were made for the scenario where the plane and victim getting sucked in are standing stationary. When the plane is moving, it looks like they are doing some crazy Micheal Jackson moves... :0 Maybe there is another way.
Please let me know what you think. If anyone is still here (-:
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@CamxxCore I'll try it.
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@CamxxCore will test, and give feed back. exciting stuff!.
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@CamxxCore This works fine for me. Thanks!
It would be much better if you add less powerful blasts for smaller aircraft.
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@CamxxCore can the script detect if there is an afterburner on the plane ? If yes, it would be fun to burn npcs down with fighter jets
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@TheSigui Now it's impossible to get near the aircraft when the engine is running. People will get thrown away before they reach the afterburner. But in future updates, I would love to have this feature.
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And @TheSigui @CamxxCore If you want this thread moved to Releases and WIP, let us know.
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@Akila_Reigns Well i would agree it's time to move this discussion in the WIP area, if @CamxxCore is okay with that.
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@TheSigui Sure, I'll wait for his answer.
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@Akila_Reigns Yeah that probably makes sense. Feel free to move it (: