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ebns72

Improved damage model on vehicles

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Currently in ofp, the damage model isn't the most realistic. It is based on a health bar. For example, it takes 3 LAWs to take out a t80, when in reality I don't think a law can even penetrate a t80. I would like to see weak points and armor penetration modelled in ofp2. I have blown up an m113 with a few grenades before, which is entirely unrealistic. Armor penetration and weak points should be modelled to prevent this, so it takes something more powerful than a few nades. We need to get rid of the health bar damage model.

Same goes for planes-currently they are based on a health bar. It doesn't matter where you shoot them or with what you shoot them with. If you shoot at it for long enough, you could probably kill an a10 with an m16 on the ground (if you have lots of ammo that is). I would love to see things like fuel leaks and white smoke if you hit a fuel tank, disabled landing gear if you get a lucky shot, engines failing if you hit the engines with a powerful enough weapon, and things like control surface (ailerons, rudder) failures.

Hell, it doesn't even have to show any visual damage, as long as it is modelled. Something else that bothers me is the fact that in order to kill something, it has to explode to smithereens. The way aircraft explode in mid air when they die is unrealistic and annoying (unless of course you ignite a fuel tank or something...). I would love to see maybe a pilot being forced to bail out because his control surfaces have been disabled.

Bottom line: An improved damage model would be nice. Armor weakpoints and penetration values and disabling vehicle parts would be pretty cool.

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An improved damage model would be nice. Armor weakpoints and penetration values and disabling vehicle parts would be pretty cool.

things that can be scripted:

failing of equipment with choppers (see DKM stuff or the Apache beta)

failing of rudders (BAS stuff, maybe also on DKM)

crashed model when destroyed (DKM's MI-28, and the Apache beta)

(white) smoke if the dammage is beyong a certain level

A M113 isn't an uber vehicle, I have been told that a .50 can penetrate the hull from the sides, rear and top. I dont know how this is with added armor.

Like the BMP, a BMP carries fuel IN THE BACK DOORS! , and they aren't the strongest either...

By the way, you can disable certain parts of tanks (tracks on either side, barrel, turret, etc), but not with planes.

oh..

it doesn't even have to show any visual damage, as long as it is modelled.
*points and laughs* wow_o.gifbiggrin_o.giftounge_o.gif (should be "programmed" i believe?)

You can allways download FlashFX wink_o.gif and combine it with ORCS effects biggrin_o.gif

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A M113 isn't an uber vehicle, I have been told that a .50 can penetrate the hull from the sides, rear and top. I dont know how this is with added armor.

Thing is, a .50 is designed to penetrate light armour. A hand grenade is designed to explode and fling red-hot fragments of steel wire in a radius to kill or maim soldiers. Having a grenade go off right next to your M113 would probably do some damage, but it probably wouldn't penetrate the armour to any great extent due to the fact that a grenade explodes in pretty much every direction, so a lot of the shrapnel and concussive force wouldn't hit the vehicle. However, put the same amount of explosives in a shaped-charge rocket that projects the force of the explosion in one direction, and the M113 would crack like a kitten's skull getting a ball peen hammer "introduced" to it.

I agree with ebns72, this sort of thing would be great as standard, even if it wasn't visually represented. I don't need to see aviation fuel pissing out of the jet I'm in if the fuel lights are flashing like mad. As long as it's simulated well, that's all that matters.

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