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Found 2 results

  1. ItsTipez

    Just some ideas

    1: Add special effects when you detonate someone like guns flying off barbettes, lifeboats flying, hull ripping up ect... 2: new achievement; Detonating Strike. If you detonate someone who is over 50%hp, it will award you with this achievement rather than devestating srike 3:a blue name tag that is on your name, which is like violator or division tags. Its purpose will be to tell your team that you have a slow game, and the punishment for being afk wont be applied. 4: issues about he (keep in mind that this is if the player has ifhe through this and the next issue) . If a he shell hits the hull and shatters (like if you are bow on in a bb), there is no way that a he shell can start a fire that way. Another weird angle that can start fires is a shell hitting a deck at 95 degrees and starting a fire (correct me if i got the angle wrong). A bigger issue is he hitting super structure (like the hoods,and has ifhe skill) penning and constantly causing 1k damage each and never getting saturated (i will discuss this in the 5th problem). Also, PLEASE stop adding more he spamming ships or ships which specialize in he. By 2020, battleships will be impossible to play because cruisers are getting more popular and op. 5: fire/he saturation. Imagine a yamato, that got hit in the nose by he and caused a fire, losing 9k hp. Now imagine it again, but with less hp and fire causing the same amount of damage. This is the problem with playing bbs, especially high tier. I wondered why it dosent saturate the hull, like torpedoes do to ships. He hitting the deck in the same place realistically has to saturate it at some point. 6: a built in replay system. Just press a button if you think you liked the battle enough to see it again, drops into a tab and you can watch it infinite times (i know you can do this manually with a few lines of code, but im too paranoid to edit the code without breaking something)
  2. KarmaQU_EU

    Very short post on explosion cg

    Sorry I'll have to be brief. No time to explain. Just trust me. Saw the video earlier. Impressed with explosion cg. Congratulate the people responsible please. Much better than the torp-boat video (not made by you) which I trashed in another post, a long time ago. However, still can be improved. I cannot access my detailed notes atm, but off the top of my head are these points. For my notes wait for the final release of the final design. I hope feedback below will be helpful for your designers, somehow. Overall: Need more haze in general. Scene 1.2 Needs a more visible shockwave. Needs larger horizontal explosion. Needs more horizontal smoke. The two largest smoke mounds (middle-right of explosion) can be larger, or more animated (billowing). Scene 1.0 Small debris to be less uniform, in both smoketrail intensity, smoketrail thickness, debris size, flying speed, flying angle, flying range (up to 2-3 times the ship length), flame burning intensity. Some should have a more visible arc dropping back to earth under gravity. Need to show less uniform water-surface disturbance from both shockwave and debris, especially large debris and skidding debris. Large debris should be more visible, more like shrapnel. The three initial intense burning large debris (not shown in picture) flying upwards were too uniform as well. Scene 1.5 and Scene 2 Again, less uniform surface disturbance. Nice detail, corresponds with the rule of "as much flame as smoke, flame turns into smoke after burning". However, flames should have a slightly longer burn phase before turning to smoke, or have a much stronger density to compensate (brighter). Final explosion (not in this picture) too early. Not saying it happened too fast, but not enough lead up sequential events. Need more leading up small explosions. Final grand explosion more heat and smoke and intensity, should be faster rising and much larger mounds. Core flame of final explosion should be very intense. So bright that only dark outlines of flame mounds are visible, before regressing into smoke. Does not have to make way for small explosions, they continue underneath. Not strong enough, or affecting enough to audience. Flames can regress into smoke, but smoke should not cave back in. It only keeps billowing and expands. End of video smoke not billowing enough, in fact some horizontal caving in. Outright wrong. However overall I am pleased. Good job.