|
Author
|
Topic: obHits values opinions requested!
|
Condor Pilot
|
posted 10-11- 01:25 PM
Hi all,Each plane overall takes a certain number of obHits before it is destroyed. Each part of the aircraft(wing, tail, ,engine, etc) also has its own obhits counter if you will. 1) Keeping in mind online play and lost damage packets, how many obhits should the average plane be set to and also how many obhits should the engine be set to? I have seen planes where the engine and the overall plane both have the obhits counter set to 40. I have seen others where the engine is 40 and the plane is 400. What do you all think the obhits values should be and should the overall plane obhits be higher than the engine? 2) Say an average plane can take obhits of 40, what planes in sdoe should take less and what planes should take more? Thanks, Condor out ------------------
IP: Logged |
Harman_5 Pilot
|
posted 10-11- 01:56 PM
Hi Condor,I think the B17 of all planes should have a fully-revamped damage model from the shipped version in SDOE. I've set my B17 to take up to 200 (I know) hits at the root of the wing before it gives in. Moving out to the middle section of the wing, (between the two engines) I've set that to 100. The wingtip has a obHit value of just 50 because that would probably be the weakest part of the wing anyway. This may seem extreme but I am sick of seeing my B17 falling out of the sky after taking what seems like a few seconds fire from a few MGs. The engines should have at the maximum, (In my opinion) 50 hits. Actually, there should be "stages" of damage that would slowly become more severe as more hits are taken and eventually the engine should explode taking part of the wing with it. For example, when the engine takes 10 hits, it should just smoke and if possible, lose a little power; 20 hits, a fire breaks out; 30 hits, the prop (and the engine) stops completely and so on up to the 50 hit damage mark when all is lost. Also, each engine should a 'personality' sort of thing where each engine would react in different ways to the same amount of hits (as it most likely would in the real world) and this would eliminate the uniformness of the damage models for all engines. For example, 20 hits to engine 1 would mean a fire but to engine 2, it would only mean a lot of smoke and slight loss of power. I also think that the inboard engines (engines 2 and 3) should have a slightly higher damage value before they get destroyed completely because they are physically longer and have more wing section behind them to take the pounding too. (In my opinion) Of all thing though, the wings should have a higher value of say, 40 or 50 (except at the wingtips)because we all know how much damage the B17s could take and a couple of cannon rounds into the mid-section of the wing shouldn't blow it off completely. The wings should be the last thing to detach along with the tail and fuselage. It would be an excellent addition if someone can figure out a way of putting out fires on the engines. That's just my opinion though. Keep in mind I don't play online too often so I'm not sure how these values I mentioned would work in network games, but 50 hits is waaaaay too small a value for the damage to the inner wing areas. I hope this helps you. Sorry for the novel above...  Bye. ------------------ Bombs may explode...handle with care...visit FS Online IP: Logged |
Whirlwind Pilot
|
posted 10-11- 02:05 PM
When I get around to it, I'll dig up that chart - it answers everything.IP: Logged |
bjorn Pilot
|
posted 10-11- 05:08 PM
Condor,I think you're trying to oversimplify this (or maybe I'm the one overcomplicating it?) What I'm thinking about is my love-affair with obProb. You may have lucky hits that brings a plane down right away, and you may be out of luck, pouring pounds of lead into it and cause no harm at all. An example from the wing tips of the P47: code:
(obDamage (obHits 70 KillDelay -120 onDmg 1 (obProb (10 (obDetach))) onDmg 2 (obProb (20 (obDetach))) onDmg 3 (obProb (30 (obDetach))) onDmg 4 (obProb (40 (obDetach))) onDmg 5 (obProb (50 (obDetach))) onDmg 6 (obProb (60 (obDetach))) onDmg 7 (obProb (70 (obDetach))) onDmg 8 (obProb (80 (obDetach))) onDmg 9 (obProb (90 (obDetach))) onDmg 10 (obDetach)))
How many hits on the average before it detaches? I'm not sure, since I always hated math-stats, however experiments have shown that it seems to reach level 3 and then detach most of the times, but some times leave earlier, and a few times lasting very very long indeed. The numbers are worth debating since they're just grabbed out of thin air, but I think the way of modeling is just the way to go. However... how many obHits would this be, had I left the obProb's out of there??? _ /Bjorn. IP: Logged |
Condor Pilot
|
posted 10-11- 06:25 PM
Hi Bjorn,If I hear you correctly, I think we are both heading in the same direction. I too am using the obprob function extensively in my engine damage modeling. I have another post about engine damage previous to this one. I guess what I am leaning towards with this post is that if the wing takes obhits 30 and the tail takes obhits 30 and the engine takes obhits 40, should the aircraft in total take 100 obhits or should it take somewhat less say around 90 to 95? ------------------
IP: Logged |
Snickers Pilot
|
posted 10-11- 08:15 PM
Depends on the plane entirely. From research I have done on the PBY, the way to bring it down was to be slightly above it (avoiding the tail gunner) and shoot the engines. Shoot anything else and you are pretty much wasting your time. I found a picture of one that hit a mountain. From the right the only thing you could see wrong was that the cockpit from the right you could see a buckled bulkhead. It was cruising at about 90 MPH and hit a mountain while in a cloud. Everone walked away!So to take it down, you pretty much had to take out *both* engines. ------------------ Snickers =FC= [This message has been edited by Snickers (edited 10-11-2000).] IP: Logged |
wakeup tailgunner Pilot
|
posted 10-12- 04:06 AM
Condor...see my post on the other thread you have got going. I think everyone is agreed on the obProb approach, and on the rising damage model. The actual number of obHits you give the plane is less important than the chain of events linked to the damage levels. Just giving a plane a number of obHits doesn't work. Get the damage chain of events right, and then balance the hits so you can see the effects you have created, and the plane still goes down when you hit it right! Oh, yes, Hartman... Check out my posts in General on the B17. A new damage model and more is due for release in the next few days. It will include a new engine damage model, detachable nose and tail, loss of the tailgunner position, loss of the nose guns and bombardier, the opportunity to blow a big hole in the tail and wings that don't fall off easily. The wing thing was due to hits on engines causing explosions which would destroy and detach the wing. 50 obHits down on an inner engine and you lost the whole plane. Not any more! The only things that take the wings off now are fuel tank fires, or a really good shot with cannon fire. Or Spanky's 109Z.... IP: Logged | |