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Was talking with some of my friends tonight and one thing popped into our heads.....
Has anyone done or is willing to do a mod that simulates the requirement of oxygen above 12,000ft?
Having this would put a whole new spin on high alt fighting.
1. Oxygen is limited so you can't spend forever at high alt.
2. If your canopy/fuselage is damaged you'll need to put on your mask (B29 bomber).
3. If your Oxygen system is damaged, you won't be able to go to alt due to O2 restrictions.
What do you all think?
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The player uses the mask and most of the planes have the gauges needed, why not? It would really boost the realism.
Id like to hook up an actual oxygen tank to my face...Ive looked into it. You can can get different flavors and everything
Sounds like a cool idea, but you would also need to have it apply to the AI.
I believe this was talked about some time ago but,I can't remember who it was I do remember they gave it a try and gave up when they found out it wasn't inside the games perimeters.For it to work properly the game would actually have to have a atmosphere which it doesn't.
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Gumpy Wrote:I believe this was talked about some time ago but,I can't remember who it was I do remember they gave it a try and gave up when they found out it wasn't inside the games perimeters.For it to work properly the game would actually have to have a atmosphere which it doesn't.
Don't see why it would have to have an atmosphere. The game engine already has pilots put on masks at about 10k ft.
We would just need to add a variable to hold the value for the amount of oxygen onboard and have it tick down when engaged and at a faster rate when leaking.
Would also need to add a counter to deduct hit points from the pilot when they stay too long above alt.
S!
+1 ;o)
It would be nice !!
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Salmo Wrote:{HVY-E}Jinxx Wrote:Gumpy Wrote:I believe this was talked about some time ago but,I can't remember who it was I do remember they gave it a try and gave up when they found out it wasn't inside the games perimeters.For it to work properly the game would actually have to have a atmosphere which it doesn't.
Don't see why it would have to have an atmosphere. The game engine already has pilots put on masks at about 10k ft.
We would just need to add a variable to hold the value for the amount of oxygen onboard and have it tick down when engaged and at a faster rate when leaking.
Would also need to add a counter to deduct hit points from the pilot when they stay too long above alt.
S!
Then there's a switch to turn O2 on & off, and some sort of lack of O2 effect such as the red-out when wounded.
You'd just have to tie the O2 on/off to the alt when the game engine puts on the mask.
Then start the counter to subtract from the amt of onboard O2 left.
If O2 is
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Ask Monguse or Storebror Jinxx they are very good with the JAVA/C# code.
Deutschmark
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I think it should cause blackout instead of redout.
Blacking out isn't the first symptom of oxygen deprivation, and simulating a 'low oxygen high' is going to make the game a little surreal. In any case, it would confuse the gamer with G effects. Perhaps a better idea would be a slow 'blue-out'? Not actually realistic, but you would cotton on eventually.
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caldrail Wrote:Blacking out isn't the first symptom of oxygen deprivation, and simulating a 'low oxygen high' is going to make the game a little surreal. In any case, it would confuse the gamer with G effects. Perhaps a better idea would be a slow 'blue-out'? Not actually realistic, but you would cotton on eventually.
I know what Oxygen Deprivation/Hypoxia is and causes through experience as a Navy Diver. The only reason for using the redout is because it is already tied in with the pilot's hit points in the game's code. This will eliminate having to write an entire new section of code for the game and use existing parameters, variables and references.