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Author Topic:   Engine Damage Features I have working!
Condor
Pilot
posted 10-13- 11:41 AM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
I have been using Raider's Beta4 P51D as my Engine Damage training ground. Thanks Raider! Please reply here with your thoughts as to how you think the engine damage should be modified. I did not add any code to affect radiator damage or engine fire as they are already working. I don't know how the engine fire works. If you do please let me know also.

I have modified the overall plane to take 60 obhits instead of 40. Seems better that way since the engine obhits is set to 40. Not sure what effect this has online yet.

At damage level one you have a 36% chance of some type of engine damage. The chance of damage is 45% for damage level two and 54% for damage level three. No other damage levels are modeled for the engine except damage level ten which I did not modify.

For each of the three damage levels, there are nine possible engine damage options.

On damage level one, each damage option has a 4% chance of occurring. For damage level two, each option has a 5% chance of occurring. For damage level three, the chance is 6% for each option.

Please note the engine starts out with a max rpm setting of 3000.

1) Set engine max rpm's to 2950 and set 2 foot diameter dense cockpit smoke trail.

2) Set engine max rpm's to 2900 and set 2 foot diameter dense cockpit smoke trail.

3) Set engine max rpm's to 2850 and set 2 foot diameter dense cockpit smoke trail.

4) Set engine max rpm's to 2800 and set 2 foot diameter dense cockpit smoke trail.

5) Simulate fuel line cut. Engine stops and fuel vapor trail coming from the left exhaust manifold.

6) Simulate fuel leak. Engine can loss fuel slowly to quickly depending how bad the fuel system is damaged. A fuel vapor trail comes from the right exhaust manifold.

7) Set engine max rpm's to 2750 and set 2 foot diameter dense cockpit smoke trail.

8) Set engine max rpm's to 2700 and set 2 foot diameter dense cockpit smoke trail.

9) Set engine max rpm's to 2650 and set 2 foot diameter dense cockpit smoke trail.


For damage level two, the engine max rpm options start at 2600 rpm's and go down to 2300 rpm's. The smoke is widened to 5 feet in diameter.

For damage level three, the engine max rpm options start at 2295 rpm's and go down to 2200 rpm's. The plane is barely flyable at 2200 rpm's. The smoke is widened to 8 feet in diameter. Visibility is moderately impared at point.

Again, I am very interested in your thoughts. I do not think doing this for all the fighter planes would be very difficult, so I am hopeful if the general community could agree on an overall damage scheme, I could get all engine dm's updated for the next plane pack. Yes, I really do mean all of them. The above damage scheme is an example, I am sure other things should be added and certainly the probabilities should be modified.

Condor out

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[This message has been edited by Condor (edited 10-13-2000).]

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Whirlwind
Pilot
posted 10-13- 12:44 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Well, we kind of knew that you can dynamically change engine HP and RPM ingame (see the improved DM on the B17). The good thing is that you have the fuel leak going (see LK's Pe2).

With the smoke and rpm thing, is that smoke based on a given rpm or just two things that happen when a damage takes a certain hit level?

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Condor
Pilot
posted 10-13- 01:35 PM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Hi Whirlwind,

Believe me I am not doing anything new here, but just putting it all in one place and functioning with a much more variability in how bad the engine gets damaged. I reviewed many engine damage models including the I16, P51, F4U, etc to pull my ideas from. The smoke is not directly related to the rpm setting on the engine. The simple answer to your question is that it is two separate things happening at the given damage level.

For damage level I have set the smoke to be 2 feet in diameter for all of the damage options which decrease the engine's rpm.
This is just the way it is now for convienience. I think the diameter and density settings should start out smaller and grow larger as the engine takes more damage. Perhaps start out at .5 feet and grow to 3 feet.

Damage level 2 smoke diameter could start out at 3 feet and grow to 5 feet and for damage level 3 it could grow from 5 to 8 feet.

Thank you very much for you input.

Condor out

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Whirlwind
Pilot
posted 10-13- 01:55 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Oh, that's good. Anyways, don't forget to include that cool obFireResistant stuff (you probably already have ). I could never get the smoke stuff to come out anywhere but the object's center. Reality should point out to me that is what smoke does and if I want smoke to come out elsewhere, call a function on a child node that makes the smoke.

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Condor
Pilot
posted 10-13- 02:50 PM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Hi Whirlwind,

I will get checking out the remaining a/c damage models, but what things would you like to see have obFireResistive properties?

Thanks,

Condor out

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Whirlwind
Pilot
posted 10-13- 03:44 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Anywhere there is a fire Jk, actually just the engine itself - when the sucker gets hit for X% damage (or flak), the game engine itself sets it aflame. If you add an obFireResistant 25, the engine will take 1/25 the damage fire normally delivers. A 0 makes the engine fire proof.

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Raider
Pilot
posted 10-13- 05:06 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Condor, looks like you are in the right direction, however, me personaly I kind of like the random way each plane builder does the damage model. Kind of like the different engine sounds for different planes, but don't let that stop you. I think most people would like a standard.

Anyway, I believe that when the engine reaches 50 % damage it starts a fire. Not sure though. One note, if smoke has been called, you can not change it until is has run its time, in other words if you have a smoke on an object with a diam. of 2 you can not change it to a bigger diam. until the diam. 2 is done, then you can call the smoke again with a diam. of 3... etc. One exception, as Whirlwind noted about engine fire, it is hard coded and it can change before the last smoke call is complete.

Keep up the good work, you will get there.

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Condor
Pilot
posted 10-16- 09:05 AM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Hi Raider and all SDOE'ers

I guess what I mean by a standard is that each plane should have the same types of engine damage possible. They should not have the same probabilities of occurring for each plane and most likely not always occur at the same damage levels. The damage level a damage effect occurs at depends on how much damage the real plane could take.

This way each plane creator can still essentially make a unique damage model for the engine. An example of what I mean by standard damage is, if one plane has the possibility of having vision impairing smoke in the cockpit, to be fair all the fighter planes should. I would really like to get everyones opinon on this.

Thanks,

Condor out

p.s. Raider, I am using up to 3 smoke trails simultaneously right now to get the effect of vision impairment. The first 2 trails(if they get triggered) are less dense than the third trail. One smoke trail is possible at each of the first three damage levels. The third trail creates most of the vision impairment. I could trigger all three trails on damage level 3 if I wanted to(in case no smoke trials get triggered at damage level 1 or 2), but I don't think that would work out to well and can cause up to 5 smoke trails.

[This message has been edited by Condor (edited 10-16-2000).]

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Whirlwind
Pilot
posted 10-16- 10:14 AM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Can a single prop be driven by multiple seperate engines? It would be a cool way to add a dm to radial engines.

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Raider
Pilot
posted 10-17- 07:27 AM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Condor, this is sounding better all the time. I agree, there should be some standard, so there are no uber planes unless it was an uber plane.

LOL and you are right about the smoke, I started thinking, I have even called for smoke from the exhaust and then from the main engine compartment and seen both at the same time. Good work on your part. I look forward to seeing what you have done. Keep it up.

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Condor
Pilot
posted 10-17- 08:12 AM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Hi Raider,

Thanks! I sent you the latest sm file last night. I did some research and found out high octane fuel in the P51D was dyed a light purple. I have tried to get close to this color, but I am not satisfied yet.

Is there an easier way to test the red, green, blue scales in the smkcolor command.

It would be nice to have a slider mechanism to let us find the color settings we need.

Condor out

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Raider
Pilot
posted 10-17- 12:12 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Condor, I usually open Paint Shop Pro, and select a color, then copy the RGB numbers, to use, this gets pretty close, but it still has to be tweeked for in the game. Thanks, I'll check my mail.

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Condor
Pilot
posted 10-17- 12:16 PM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Hi Raider,

Unfortuneatly, I don't have paint shop pro.
Do you or does anyone else know of other programs that have this red,green,blue scale options?

Thanks,

Condor out

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Snickers
Pilot
posted 10-17- 02:17 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
If you have Visual Basic one of there samples does this..... (forget the name....)

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Snickers
=FC=

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Condor
Pilot
posted 10-17- 02:33 PM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Hi Snickers,

Thanks for the tip. I am all set now.

Condor out

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