PDA

View Full Version : BoB Damage model



XyZspineZyX
12-06-2003, 04:44 AM
S! Oleg,

just wondering what the plan is for the damage model planned for BoB. With the current development update looking so good with the detail of aircraft structure, the question is will all that structure have its own damage model?



http://www.il2sturmovik.com/forgotten_battles/devupdate/0512/CR-42_damage3.jpg



S!
WTE_Mauler.

XyZspineZyX
12-06-2003, 04:44 AM
S! Oleg,

just wondering what the plan is for the damage model planned for BoB. With the current development update looking so good with the detail of aircraft structure, the question is will all that structure have its own damage model?



http://www.il2sturmovik.com/forgotten_battles/devupdate/0512/CR-42_damage3.jpg



S!
WTE_Mauler.

XyZspineZyX
12-06-2003, 06:00 PM
My best guess, is that it will be a dynamic DM.
Janes WW2 had that, but it looked crappy.

Basically, the DM has templates for different types of damage, and different effects. Depending on how/where and with what the aircraft is hit, the engine places these templates in. So unlike IL2/FB with DM_00, DM_01, etc, this would mean that the results will actually vary alot, with damage actually resulting in the place and with the path of where the rounds hit.

So that means it will be possible to survive twenty 30mm cannon hits to a wing, if they just pass right through without hitting anything.
It also means that a few well places 7.62mm hits could really deal alot of crippling damage.


This is just what I would do if I were Oleg. Already on the right track modelling wise, too.

XyZspineZyX
12-07-2003, 12:21 AM
all Luftwaffe planes in BoB will get the DM of the FW 190 in FB 1.21

RichardI
12-07-2003, 02:58 AM
This should be interesting. The pic included in the original post is a good example of just how complicated this can get real quick-like. Look at the view on the right of the fuselage. Now, calculate how much 1 bullet would be affected by hitting the first member. Then what direction would it go, given it's initial trajectory. Then do that again for the second member, and so on. Keep in mind that the last plate is likely a different material (armor) and thickness. Make sure you calculate in the speed of the aircraft that fired the bullet, the speed and direction of the body it's hitting, and so on. Now add in more bullets, based on the firing rate. Hmmmmm... Now, calculate how the plane that was hit will perform afterwards, and keep that result until the plane lands or crashes. Now multiply that times the number of planes in the air at the time.
The mind boggles. It gets VERRRY complicated, very quickly.
Gotta get me a new 'puter.....

Rich /i/smilies/16x16_smiley-happy.gif

<Center>http://www.ghosts.com/images/postimages/THUNDERBOLT.jpg <Center>I've got 140 109's cornered over Berlin!

XyZspineZyX
12-07-2003, 06:16 AM
What resolution will the texture be??

<center>
--------------------------------------------------------------------------------
----------------------------------------
Fly at HL as <font size="+1"><font color=#"000000">
<marquee>>>>>>>>>>Aceman<<<<<<<<<<</marquee></font>
</font>http://server3.uploadit.org/files/191103-pucara-10.jpg
IA-58"Pucara"
Argentina Air Force

XyZspineZyX
12-07-2003, 06:30 AM
I've a feeling that damage-modeling will only be calculated client-side in multi-player. Like it is now.