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Author Topic:   Thoughts on damage modelling
Tailslide
Pilot
posted 12-02- 04:20 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Seems to me the major problem with damage modelling in SDOE is that you can only fire damage events for every 10 percent of damage.. this means the small calibre weapons have to do alot of damage before they even have a chance of causing fire, etc.

However if a person were to add small "hit boxes" (objects that have a very low switchin distance so are invisible but detect hits) to the plane in different spots with very low obhits values even the small damage a machine gun round does could trigger a damage event like fire fuel leaks, etc if it were lucky enough to hit the small area of these boxes.

just a thot.

TS

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Nat
Pilot
posted 12-02- 04:55 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Tail, thats not a bad idea, and I could easily implement that on the IL2, the Sturmovik is currently covered with around 70 armour plates, for testing I've added a smoke trail to them to show when they are taking damge, I could easily add fire to a percentage of them. I'd intended adding a light short lived smoke trail to them all, maybe of 2 seconds or so, with a small explosion (virtual only visual with no real explosion) when they get destroyed.. If you think it a good idea I'll add fire to some of them, it'd look real cool for one thing, and give what I think you're looking for, right now each plate has 20 obhits, I think thats about right but I'm still in testing as MG/cannon seem to go straight through whereas Flak damages them, but I'll sort that out. One thing I was never sure of though is if the fire damages other parts, or just pushes the damage to the part on fire until it reaches dmg10, ofcourse the damage chain will pass some damage to the parent though, so that would help small calibre weapons maybe.

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wakeup tailgunner
Pilot
posted 12-02- 05:20 PM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
I think a lot of thoughts are starting to head in the same general direction!

With the work Argon and I have been doing on the Camel, along with some posts on damage to engines etc. This has got to be the way to go.

In theory, any critical system could have a small object to damage. All you have to do is figure out the OPS part of things. I don't know how easy this stuff is to do, biut if you can effect fuel levels, or other properties through cunning tricks, the damage modelling can get properly realistic!

Got to be the way to go!

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ArgonV
Pilot
posted 12-02- 07:34 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
wakeup, hehe... so far youve ben doing all the work with the Camel.

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jedi
Pilot
posted 12-02- 09:48 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Open up Laika's I-16 in the newest OPS version, and make the fuel tank visible. The tank is slightly "bigger" than the fuselage, making it more likely to get hit, and, more importantly, allowing it to be hit WITHOUT damaging the fuselage first. As long as the object has physical properties, it's there even though it's invisible, and it can be hit.

This is one way to increase the chance of a specific type of damage. Another is to "link" damage from one section to another component, like the way the Mustang will take damage to the rear fuselage and translate it into engine damage from radiator leaks.

The other aspect is armor, and position. If you hit the wing, sure, it damages the wing. But what's IN the wing? If the first hit ruins the armor, then the second hit probably gets through to the "guts." What's in the guts? Fuel tank? Hydraulics? Tires? You could make the landing gear fail "onDmg 2" to the wing, while the wing itself will be around quite a while. Same for fuel leaks: onDmg 3 maybe. Fire: onDmg 6? Once you get a fire, it will take care of damaging the rest for you.

You can create simple smoke effects to test the damage, or obDetach the landing gear etc. You could "calibrate" the small guns by seeing how much ammo load it takes to start that brown smoke trail, and how much to start that white smoke trail. Then "trigger" the appropriate damage effect, like a fuel leak or dead landing gear. Then the little guns would actually DO something, without having to unrealistically blow up the whole plane or tear off a wing.

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--jedi--

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