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New ship explosions on Singularity

First post
Author
Rawketsled
Generic Corp Name
#21 - 2016-10-10 04:28:41 UTC
LeHarfang wrote:
Hum, i was killing rats earlier and noticed something that looked very odd. As its hp reached zero one of the frigate rats was spinning and the explosions were happenning along it's hull. So far i didnt notice anything odd but when the big explosion occured and it was spinning at the same speed of the ship model, it looked very out of place.

It's even weirder when it's spinning really fast at the moment of their death. I was using warrior IIs that were orbiting said frigate and the latter was spinning on itself to "approach" one of the drones i guess. They also do that on TQ.

Edit: I'm not sure if it was a frigate or a cruiser btw. The spinning explosion just happenned again on a cruiser.

Witnessed this too. A rat was stuck on some mission geometry. I put in a bug report, but I don't recall the ticket number for it right now.
Vietac
Pandemic Horde Inc.
Pandemic Horde
#22 - 2016-10-10 07:34:52 UTC
Big smile CCP you read my mind!

Current explosions are quite too "cheap". Remembered the days when we had blue ball explosions, seems more dramatic but much more excited to die or to see someone pops!
Mole Guy
Space Knights Who Say NI
#23 - 2016-10-10 10:19:48 UTC
they are purdy!
Algarion Getz
Aideron Corp
#24 - 2016-10-10 12:11:00 UTC  |  Edited by: Algarion Getz
Holy moly. EVE Online is getting good looking ship explosions. FINALLY.
FINALLY. FINALLY. FINALLY.

I never thought i would see the day after CCP sold some colored spatter as new explosion effects a few years ago.
Baljos Arnjak
Dark Praetorian Order
#25 - 2016-10-10 23:06:42 UTC
Awesome! Completely awesome!ShockedTwistedAttention

Just, for the love of God, when you put sound in make sure it sounds as epic as the explosions look! Groaning and shearing metal, runaway reactors, crewmen screaming, okay maybe not crewmen screaming, but you get my drift. A good visual effect begs for a good sound effect.

A couple of ideas:

Listing / Loss of Control of the ship after reaching zero hull: I think this would push the effect a little further, especially if the control loss is proportionate to mass of the ship. In other words, a frigate could begin tumbling out of control when its hull reaches zero, while a titan would list a bit. It would add to the sense of having mass and show you more of whats happening to the ship without having to move the camera, both of which would complement the explosion effect.

Secondary explosions when taking hard hits to hull: Pretty self-explanatory, if your ship is in hull and you take a hard hit, it causes small explosions to ripple off. It would add to the "Survived by the skin of my teeth" feeling if you did happen to survive.


Seriously....Good sound effect.
CCP Savior
C C P
C C P Alliance
#26 - 2016-10-11 09:34:24 UTC
Rawketsled wrote:
LeHarfang wrote:
Hum, i was killing rats earlier and noticed something that looked very odd. As its hp reached zero one of the frigate rats was spinning and the explosions were happenning along it's hull. So far i didnt notice anything odd but when the big explosion occured and it was spinning at the same speed of the ship model, it looked very out of place.

It's even weirder when it's spinning really fast at the moment of their death. I was using warrior IIs that were orbiting said frigate and the latter was spinning on itself to "approach" one of the drones i guess. They also do that on TQ.

Edit: I'm not sure if it was a frigate or a cruiser btw. The spinning explosion just happenned again on a cruiser.

Witnessed this too. A rat was stuck on some mission geometry. I put in a bug report, but I don't recall the ticket number for it right now.


Hi guys,

I saw the bug report come in and I'm looking into it at the moment. Attempting to reproduce so we can identify the issue is a little problematic, but I'll keep going at it until I get to see it first hand.

We're glad to see that most people like the direction we're taking the explosions. We're still not finished with the polish just yet, but as always if you do see anything that you feel is a bug, please do send a bug report in so I can follow up on it.

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

Iwo Sh'ivah
Republic University
Minmatar Republic
#27 - 2016-10-17 20:06:00 UTC
Great stuff, I really love it!

Personally I prefer random explosions rather than racial, unless racial also get some randomness .

Some stuff i don't like - wreck drops at the beginning of the animation and that delay looks really weird, especially when zoomed out. Personally I'd prefer it drop after last explosion. Also the "Look at" camera warps back after wreck is dropped. Unless I didn't find the right camera for that, there is no way of staying focused on the exploding ship.
Vo'rian Eumenes
Aliastra
Gallente Federation
#28 - 2016-10-17 21:53:00 UTC
CCP Myrkur wrote:
Bienator II wrote:
some ships explode in blue (which looks really nice) what decides which ships explode in blue?


So here's how this works:
There is a probability factor on the individual explosions, and there are 3 explosions in the explosion bucket for a battleship, one with a probability of 6, one with a probability of 4 and one with a probability of 1. This means that basically that last explosion comes one in 10 times a battleship explodes, on the lore side, we could say that the blue one is some kind of specific technology/state of matter on the ship getting ignited in a bad way, versus the others being regular thermal/explosive explosions.

That's roughly the rarity for most explosions on sisi at the moment, this may change. I'd definitely like to have at least one explosion which shows up super rarely, as in maybe 1 in a hundred ships is going to blow up that way.. but something like that would have to come in a later patch, due to time constraints.

Also, these explosions are not racial, but that doesn't mean we can't play with that where we want to, as the system can support it, we just feel this is a better start. We did however decide to go with racially colored explosions for the titans, just because as the pinnacle of ship size, that's pretty insanely epically cool.



Hey so I've been thinking... and that leads to crazy places...

Going for realism *gasp*

A. Sound: Sorry for being a killjoy on this, but in practice, sound does not travel through space, and as such hearing an explosion would seem unrealistic... boring I know. But:

A1. Only the guys blowing up should hear the actual explosion sound...

A2. For the people doing the killing, as i presume there is a range for particles flying from the explosion. Those particles end up hitting or not the attacking, or nearby vessels, resulting in a 'hail-like' sound, which could translate on a technical level as the existing explosion sound, in a compressed time, at a lower volume. that volume and the pitch of the sound changeing based on proximity to the explosion.

A3. It would also be nice if that 'hail' would be modulated based on what it was hitting such as shield, armor or hull...

A4. When the ship starts to burn up, it would be nice the pilot flying it would have a growing number of subtle alarms and burning sounds

B. Visual: again striving for that #realism (god damn it i did it again!)

B1. The idea of racial explosion color seems nice if there is lore to support it, but I am not that familiar with the lore so I can't comment on that.

B2. I would recommend a slightly different approach to the probability behind explosion outcome, based on ship content. In the sense that Capitals and Super capitals require different types of fuel to operate. and simply formulate an if statement akong the line of "if cargo = isotope X, Y, Z then Explosion A if X > Y and X > Z; else Explosion B if Y > X etc... Where as the smaller ships could be influenced by cargo such as volume of missiles on board and their type, large volume of EM missiles = blue explosion, thermal and explosion = red explosion and kinetic = standard explosion + more particles.

Lastly C: Damage...
It would be really really nice, if things blowing up, would do some, not a lot of AOE damage, as in a titan blowing up would take the nearby frigates... in a 10-30 km range... where frigates blowing up just dint other frigates or, drop a shuttle to half. something of the sort... I know this would be a large undertaking to balance out for abuse and what not, but on can dream.
James Archcycle
Mecha Enterprises Fleet
Federation Uprising
#29 - 2016-10-17 22:59:18 UTC
Vo'rian Eumenes wrote:

A1. Only the guys blowing up should hear the actual explosion sound...


I have one word for you: InternetSpaceships.

Vo'rian Eumenes wrote:

A2. For the people doing the killing, as i presume there is a range for particles flying from the explosion. Those particles end up hitting or not the attacking, or nearby vessels, resulting in a 'hail-like' sound, which could translate on a technical level as the existing explosion sound, in a compressed time, at a lower volume. that volume and the pitch of the sound changeing based on proximity to the explosion.

A3. It would also be nice if that 'hail' would be modulated based on what it was hitting such as shield, armor or hull...


Awesome. Do this CCP.

Vo'rian Eumenes wrote:

A4. When the ship starts to burn up, it would be nice the pilot flying it would have a growing number of subtle alarms and burning sounds


Maybe they could also make the screen flicker in and out or add get that gore-tunnel-vision FPS style? Na. Quite enough going on already when busy being about to explode.


I was thinking about the sounds and first thought maybe a real THUMP to give EVE a reason to be hooked up to a subwoofer (it really hasn't earned the one I have it on), but as single addition it seems like a petty thing to ask for.

THUMP, muffled explosion.. *pelted with Vo'rian Eumenes's particle splatter idea*. Now that would be a cool effect to pair with fancy new explosions.
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#30 - 2016-10-18 11:09:06 UTC
James Archcycle wrote:
Vo'rian Eumenes wrote:

A1. Only the guys blowing up should hear the actual explosion sound...


I have one word for you: InternetSpaceships.



If we skim the surface of the lore, explosion sounds are simulated to improve awareness. I'm sorry that i can't provide the quote, but i am fairly sure it was in somewhere amids chronicles and stuff.

Also, there is a lore basis for faction-colored explosions, as each race uses a different technology for power and propulsion.
Vo'rian Eumenes
Aliastra
Gallente Federation
#31 - 2016-10-18 15:45:12 UTC  |  Edited by: Vo'rian Eumenes
Vesan Terakol wrote:


If we skim the surface of the lore, explosion sounds are simulated to improve awareness. I'm sorry that i can't provide the quote, but i am fairly sure it was in somewhere amids chronicles and stuff.

Also, there is a lore basis for faction-colored explosions, as each race uses a different technology for power and propulsion.


nice loop-hole/deux-ex-machina CCP with the sound if there is the lore thing ( like tesla making an engine start sound when it needs not, just to improve awareness)

if there the lore has mention of materials or tech used then an accurate explosion color can be made using actual science.
Owen Levanth
Sagittarius Unlimited Exploration
#32 - 2016-10-18 15:58:55 UTC
New explosions are there? Finally.

Too bad I can't see them because today my launcher decided to prevent me from entering SiSi. Lol
Galactus Prime
unlogic for U
#33 - 2016-10-18 16:49:34 UTC
Make it more real and logic.....
woudnt it be more funny
then ships take damage from near explosions, depending ship size or capacitor size or something like that.
Baljos Arnjak
Dark Praetorian Order
#34 - 2016-10-18 21:40:10 UTC  |  Edited by: Baljos Arnjak
Just going to drop this here:

The Jovian Wet Grave chronicle.

About 3/4 of the way through, it explains that capsuleers wanted sound to increase awareness of their surrounding area, so the Jove added the capability to our pods to simulate the sound of explosions, engine noise, weapon sound, etc.
Old Pervert
Perkone
Caldari State
#35 - 2016-10-18 21:54:25 UTC  |  Edited by: Old Pervert
Is it against the TOS for me to admit that I had both tears of joy and an erection watching these explosions?

This is just... wow. Incredible.

My first feedback item is speed them up a bit. The cascading explosions prior to the big boom feel like they move a bit slow. Perhaps.... 40-50% faster.

And I second feedback suggesting that the pilot doing the exploding (hell I will want to find gatecamps just to blow up....) get a bunch of new alarms blaring... some kind of abandon ship klaxon or something. Totally for immersion purposes.

The last request would be to have small escape pods trying to escape. You probably couldn't even see it, given the scales that we're working with, but that would be fantastic if we somehow could. Even better if the big explosion wiped them all out in little secondary explosions. Yes I'm reaching for the stars here. I imagine it would be incredibly hard to do, and that development time is precious.

You must admit, even if you were the one losing a super, it would be arousing to see cascading explosions cover the hull of your ship as pods start ejecting, a klaxon signaling the crew to abandon ship, followed by a massive shockwave that owns all the escape pods.


mm.
REiiGN15
Caldari Provisions
Caldari State
#36 - 2016-10-18 22:23:38 UTC
In the mass test, one of the nags while very close to dying tilted while explosions ripped it up.. Is this supposed to happen because it looked real good. I had a lot of fun and got some really great screenshots of it.Imgur Album of Mass Test
Santiak
Sebiestor Tribe
Minmatar Republic
#37 - 2016-10-19 01:10:20 UTC
Vo'rian Eumenes wrote:
CCP Myrkur wrote:
[quote=Bienator II]...
Also, these explosions are not racial, but that doesn't mean we can't play with that where we want to, as the system can support it, we just feel this is a better start. We did however decide to go with racially colored explosions for the titans, just because as the pinnacle of ship size, that's pretty insanely epically cool.


[...]

B1. The idea of racial explosion color seems nice if there is lore to support it, but I am not that familiar with the lore so I can't comment on that.

[...]


B:
I imagine some technobabble could be implemented about the distinct colouration (or perhaps even process?) of explosions, based on the reactor unit used (at least for T2 hulls)?

E.g.:
- Antimatter Reactors (Amarr) cause the ship to explode in a blinding off-white light as antimatter escapes and interacts with matter, releasing absurd amounts of energy, generating the blinding light.

- Nuclear Reactors (Minmatar) run amok, generating enough heat to ignite the in-ship atmosphere, mixing with the fernite (we assume this is akin to ferrite) to produce a deep orange/red flame.

- Fusion Reactors (Gallente) breach, causing the magnetic field keeping the plasma in place to whip around the inside of the hull, eventually lacerating and tearing into the Ion Thruster units before collapsing completely. The explosion is a mix of plasma, residual magnetic waves ionizing oxygen (fuel/atmosphere), and fermionic condensate from the thrusters, resulting in a green/blue-ish explosion.

- Graviton Reactors (Caldari) fail catastrophically, causing a wave of gravity to tear through the hull of the ship, crushing and ripping apart the titanium diboride of the hull as it goes. The rapid repulsion of internal atmosphere leaves little flame in the resulting explosion, with only the shredded hull - the dust and debrif thrown away as well as the bits caught in residual gravity pockets - are thrown clear, causing a grey-ish explosion.

Of course, it could then be argued that only hulls that specifically used the reactors when manufactured would have these colourations, leaving T1 ships with the "standard" type(s).



And of course, variations could arguably be explained by one or more steps in the explosion not occuring (or other steps taking place):
- Antimatter:
1. Reactor doesn't fail completely at first, causing a bright light to tear through the hull first, "cracking and slicing" the hull open.
2. The explosion catches the EM pulse generator and Tesseract capacitor units first, causing arching electricity to jump across the hull pre- and post-explosion.

- Nuclear:
1. Atmosphere doesn't reach ignition temperatures, but hull does, causing it to become red-hot before bursting apart.
2. The initial explosion breaches the deflection shield emitter, causing it to polarize and invert, resulting in a much more violent explosion that leaves somewhat less atmosphere to burn in the explosion, but where debris from the hull is propelled at greater speeds.

- Fusion:
1. The magnetic field falters but doesn't fail completely, causing a slower leak of plasma into the atmosphere, the interaction converting the atmosphere itself to plasma, before the hull fails entirely, resulting in a greener and more "liquid" explosion.
2. The magnetic field fails critically, causing the torus (again, assumption that they use magnetic confinement like this) of the reactor to snake randomly throughout - and outside - the hull, resulting in the explosion being accompanied by a "fountain" of plasma eating its way across the hull, like a worm in an apple.

- Graviton:

1. The reactor supercharges, crushing the hull rather than repulsing it (think miniature black-hole, but not really), causing the hull to falter under its own weight, ever, ever, ever so slightly bending the light around it in place of an explosion.
2. The sustained shield emitter maintains function long enough for the graviton pulse from the generator to be caught inside of it, causing the debris to hurl around inside momentarily before it too gives way, resulting in an explosion that contains larger chunks of debris, that in turn are hurled along more curving trajectories from the hull itself, rather than simply perpendicular to it.

Either way, I do agree some Empire-specific colouration would be a cool addition, but I also understand completely that they want to get "the basics" down before they start thinking about that, as Myrkur explained. :)
Sylvia Kildare
Kinetic Fury
#38 - 2016-10-19 04:31:00 UTC
Vesan Terakol wrote:
I have to admit, the blue one is really really damn cool.

Does that mean the "old", faction-colored ones with bits flying out everywhere, although not looking as impressive (except for the sleeper ones, they looked cool as hell, even being smaller) have become obsolete already? How long was that, 2 years? Well, at least now they do rupture and spray pieces of scrap metal everywhere before finally succumbing to the plasma cloud of their exploded reactor or whatever.


Yeah, if the faction-based ones are going away entirely, I'll be sad.

For instance, the Sansha explosions (green wispy glowy clouds) and the Angel/Minmatar explosions (dusky, rust-colored fireworks) are pretty epic. I can't think off-hand of Serpentis/Guristas/Blood ones, guess they've never made as much of an impression on me as Sansha and Angel, but... at least there were some variety.

Similar to how all citadels look the same inside, I'm not a big fan of all explosions looking the same. I like empire/pirate faction diversity.
CCP Savior
C C P
C C P Alliance
#39 - 2016-10-19 11:07:42 UTC
REiiGN15 wrote:
In the mass test, one of the nags while very close to dying tilted while explosions ripped it up.. Is this supposed to happen because it looked real good. I had a lot of fun and got some really great screenshots of it.Imgur Album of Mass Test


That awesome tilting is by design.

There are some great ideas coming out in this thread, we'll be aiming to discuss them all internally as potential for a second pass on the explosions once we've released. My personal favorite though is the escape pods, the idea of having the crew abandon ship as the smaller explosions rip through the hull is amazing.

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

Cristl
#40 - 2016-10-19 11:38:15 UTC
Ships don't tilt, they list!
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