Gmod Plane Crash

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Taneka Tarring

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Aug 5, 2024, 10:29:03 AM8/5/24
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The Plane -- after examination appearing to be an Airbus A320-200[1] -- plays a large role in the story as it is the reason why the player is on the Peninsula in the first place. During the introductory scene there appears to be an explosion from the right side of the plane where the cockpit detaches from the body. After the nose and the left wing of the plane break off, the plane hurtles down onto the peninsula where the body crashes through the bushes and branches before coming to a stop where the beginning of the game takes place. The cockpit spawns every game in the mountain area.

It is heavily suggested that the plane was brought down by the power obelisk, operated by Dr. Mathew Cross. The power obelisk functions as an EMP-type device, and Dr. Cross knew this before using it. He crashes the plane in order to find a suitable sacrifice to use for Megan in the resurrection obelisk.


In v0.18 new plane and cockpit models were added. Post-v0.18 planes include overhead luggage compartments, a lavatory, and a modified posterior end of the interior. The front of the new plane's model where the cockpit separated also includes a more ripped and bent metal look. After the update, the type of aircraft made more probable the theory that affirm that the plane is an Airbus A320-200[1].


Player can no longer die from staying too long in plane crash sequenceFixed camera clipping through plane floor sometimes during intro stand up sequenceFixed player camera occasionally facing the wrong way during planecrash


(hopefully)Fixed some issues with enemies running into plane crash and getting stuckFixed player camera sometimes offset after plane crash when starting a new game directly after saving an existing game


(audio) New flesh, object smash, tree hit and plane impact sounds for mutant limbs(audio) Hitting plane with weapons now plays soundFixed camera sometimes offset on plane when starting a new game from within a previous gameImproved timmy model/textures during plane crashImproved accuracy of plane collision, can no longer crouch/glitch out of plane side doors


(audio) Ambient sounds no longer briefly heard before plane crash starts(audio) Suitcases, laptops, small pots, food carts and plane seats all have sounds now when pushedFixed suitcases around plane respawning at runtime when going back and forth to the planeEnsured better randomness of plane crash site rollFixed bug where camera could be sometimes slightly offset after plane crash


New improved opening plane crash sound effectsImproved plane interior textures and resolutionmusical sting added to player waking up on planeFixed plane seats vanishing on loading save gameFixed plane crash crazy motion blur bugDay counter now starts at 0 from when you first wake up in plane


Hi, everything is in the question title.Why no crash when i pass throught the trees, building and other plane. does it has a setup in x-plane i didn't find. because isn't very realistic. for is a must in flight simulator. I prefer to lost some fps in game but if I hit a trees or I hit a car during taxing or even in the sky etc.PLease make this option in your next update (like a on or off option for those that have a low config and doesn't want to lost FPS by exemple)


Jokes apart, the thing is that mapping every single surface in the world to make them "crashable into" would mean much more than "a few FPS" loss. It would require an amount of computing power that would make the sim mostly unusable in affordable home PCs. Not even real life full-motion professional simulator map every single surface. Besides, it would be a huge waste of time and power to develop something like that, since it would only serve as a minor treat in a huge simming environment where the focus is to be airborne, far, far away from such obstacles.


I'm not expert in software developpment but when I play other kind of flight sim even flight sim arcade they have detection collision with object. Even COD have it. Is Just when you pilot helicopter is great to have it. Just hope they will do it or some adds-on will do it. Because, if I remember in older version they have it.


For games it's fine because the map is going to be made by the developer and they can code it for a specific case. With X-plane we can create our own scenery, each scenery needs a way to define what you collide with. I don't think it's too much of a problem in terms of processing power, there are methods to quickly search for collisions, but can you imagine the outrage if there are bugs? People crashing into a tree at 20,000ft after 5hrs or flying, might not be worth it on that level!


It would be a crash simulator, if it would simulate the crash. It would still be a flight simulator, if it simulates that a flight ends by controlled flight into terrain, which is common practice. Now define what qualifies as 'terrain' and what not.


Btw - how many real pilots here have actually hit something? I was an ag pilot for about 5 years so worked down in the weeds + right up against stuff, whacked a few branches & plenty of birds but luckily nothing large enough to break anything. As a helicopter pilot wires were the scariest thing, never liked flying under them...


But it's probably not just about frame rates but also a lot of extra work for the scenery builders. DCS has very small maps that literally take years to create, doing the same kind of effort for X-Plane is just not possible I think. And if you prioritize and try to streamline workload this would always come out as one of the features that are least important.


I'm running demo copy when I can (no magenta) and when I check box to remove flying surfaces I get crash. Like I said im using demo and in the Portland area so if that scenery was designed for it, then that explains it. For example I testing stalls on takeoff and Cessna crashed. Had fire and smoke and piece of aircraft ended up couple houses down and that piece on fire made it look like house was on fire. If I get a chance I'll try it again and I'll get a screen shot


Sorry. I really don't want to heat up the atmosphere here. And of course I don't mind the lack of collisions in XP.

But apart from the statements that this is not a collision simulator, or that no one flies through trees, etc.

I really don't understand the argument, these collisions ruin FPS.

With all due respect to XP, but isn't MSFS too really also a "simulation" system that puts a lot of pressure on the system (agreed - the emphasis is more on aesthetics and visuals than flight physics, but that also requires system optimization).

From what I remember in FS98 you could crash into buildings.

I'm just not convinced by the arguments that it will ruin FPS, and I'm more inclined to believe that LR has other, more important priorities than being able to crash into a tree (although on my several heli landing attempts, it's a show of mowing everything in nearby ? ).

And of course I respect and fully understand this direction.

Sorry,I'm not a programmer and I may write nonsense ?


@Daniel1968s simply put, pilots are not supposed to crash there planes. If thrs what you want, i expect i would never get in a plane with you, and flightsimming is probably not a good hobby for you either.


Here's the other issue that you DO see in the other sims you mentioned. Bad glitches, bugs and scenery, you're simply taxing along and BAM invisible object that was accidentally placed and left as a "solid" now your entire flight or preflight is scrapped because of some bug. Oh and then the moment this happens, those requesting this will come screaming and hollering to the forums "ermagosh, I ran into nothing, it is broken!!"



No thanks. I can always go into external camera mode, turn on replay and rewatch my landing to know if I went through a tree or not.


If you just want to fly into trees, go fly in MSFS or DCS where I think everything pretty much is solid, or at least most things. XPlane is written to help people simulate things real responsible pilots do, not to make it easy to generate crashes.


Here is the current full-sized map of Isle from a top-down perspective with added names of key locations, primarily locations that the Mercenaries identify and patrol. Below, these labelled locations are discussed and evaluated in detail. If you want to use an interactive map, see here.


Description: This peninsula's key feature is the puzzle for the Arches Pylon, which can be found by swimming underneath the shoreline and into the spinning current below (diving gear recommended). The pipe system has two exits; one leads up and back to the Arches, and the other goes through the Pylon puzzle and leaves you in the caves, making it useful for quick transportation or even ambushing. The other (red) routes lead to deadly propellers. There is also some underwater loot nearby.


Description: Locked behind a level 4 keycard door, but a level two hack, the Bunker hosts multiple tier 3 spawners along with several secured crates and a few ammo crates. There is also a guaranteed Gatling Gun and Owl Observer locked behind a level 4 keycard door.


Description: A guaranteed makeshift camera, climbing tool, and torch are the only reasons you would want to visit this location. The torch is also convenient for clearing the solar panels to power the nearby Dome.


Description: Similar to the other Campsite, the only things to note at this location are the guaranteed spawns: a zipline launcher and makeshift camera, along with a collectible. Though since it tedious to reach, it is often not worth the journey.

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