vilas 477 Posted November 8, 2007 to not just criticize and to help developers: I and some other people are complaining about small realism and poor destruction-engine so there is my suggestion: model should contain something like "materialstructure" LOD than BIS can make in this LOD structure divided by materials now in "fire geometry" we have structure, but with one material, which causes destruction of whole model :/ my suggestion is: give materials like soft_armor, hard_armor, important_parts than give parameter in config like penetration_barier fo S_A and H_A materials, S_A, H_A materials can simulate steel plates, so firing at such plate will not cause vehicle dammage, but kill crew inside for example if you make car/apc : soft = 100, hard =300 you give soft on top of vehicle, hard on front, sides so if i will fire from gun which ammo has hit=200 it should penetrate "soft" material and kill AI inside, but such ammo cannot penetrate structure made of "hard" material than we can simmulate stronger and weaker parts of model for god sake, firing at door or side of apc cannot cause vehicle burn !!! such S_A and H_A should not cause dammage to vehicle other parts can be made of "important" materials, hiting such part of model will cause burn, explosion - like now we have in OFP and ARMA 1 for example: if you make APC like M113 crew protecting plates can be H_A from front and sides, S_A from back, top, important can be place where engine is than we can have soldier with working vest than we can give armor plates added to for example "uparmored" vehicle such material structure is not complicated, but it can improve realism much much more i wanna avoid in next game situation , where firing to simple metal dors of truck from 12.7 (which can be easily penetrated by 7.62) causes driver alive left from car 1mm steel in truck doors do not protect more than simple glass if i can kill man throught window using 7.62 - the same should go to the other thin metal sheets thick 1 mm but if we wanna make addon like extra-uparmored truck with metal plates, than we can give in such LOD "hard" element (for example in config we can give this hard material penetration barrier =50, so than it will simulate us 8-10 mm of steel) this dammage structure as now we have is not realistic at all REAL armored vehicle is dammaged when bullet penetrate material, , blows inside etc. now in ARMA/OFP we have to fire "number" of bullets of one type to make dammage to vehicle in real life one stronger bullet can do this job, and if bullet is too weak, no matter how many we fire to destroy, because it won't happen firing 3 RPG to one tank, firing 1 RPG to other is also not sense in real life sometimes in one part of tank one cumulative RPG is enough simple "hit" parameter of bullet and simple "armor" for whole vehicle is not enough Share this post Link to post Share on other sites
klamacz 448 Posted November 8, 2007 great suggestion Vilas, best I heard last time It will give independency between destruction/damage modelling and engine. I'm signing this by both hands. More features in editable configs, more possibilities for addonmakers. Share this post Link to post Share on other sites
vilas 477 Posted November 8, 2007 thank you id oubt if my suggestion will be used, i am afraid that next "game" will be just upgraded graphically, but not in direction of physics/realism BIS made ARMA graphics super, but they left "realism" far behind new structure of models can simulate real dammage effects for example : car can be made only off "soft", soft can have penetration barrier=5, important parts like engine, fuel, electronics can be one block inside of car with "armor" parameter like now it is made for example APC like BTR can be made - body on front and sides from "hard" with parameter of penetr.=50, top of APC can have p.p=20, and "important" inside of this "sheet" structure so if bullet with hit=100 will hit in APC it will penetrate "body" and kill personell inside (it can be explosive bullet) or destroy engine or other and than APC will be inflames but when we fire 20 bullets with hit=20, than no dammage to this APC should be made in ARMA you can destroy M113/BMP with 300 5.56 mm bullets from M4, M16, M249 NONSENSE !!! in ARMA other man tested that tank T72 can be destroyed with 500/600 7.62 mm bullets from PK !!! in OFP/ARMA we have dammege engine in which every "bullet hit" takes away "armor" of vehicles mu suggestion can help to solve it other example : chopper - like Mi24 pilot and gunner are protected by armor plates, but i don't belive that transport (soldiers in cargo) will stay alive after serie of 12.7 mm in transport part (where 8 soldiers sit) for me nonsense in game is that when i fire from rifle i can kill driver in car firing through the window, while thin steel doors gave no protection too in real tank: for tank BIS can do even 3 materials soft=300, hard=800, midle=500 hard will be used for front of turret, middle on rest of tank except places where is soft on top, on rear of engine part important can be some cubics simulationg electronics, ammo, engine etc. from my suggested materials model can be made as "body" and inside of it there will be important parts ------------------------------------ my proposition for "engine" algorytm if than: if hit of bullet is stronger than material of body of vehicle than goes through and makes dammage to first target met (like now) is it important part or crew if hit of bullet is not stronger than material that is fired/hit at than only sound/light effects like small sparks so when BIS make new tank with my materials, all inside can be "important" - in rel life against tanks are used some types of ammo liku cumulative, sabots so whole tank is destroyed after strong hit but when we talk about APC situation is different, because it has some place for cargo, this place if shot by sabots/penetrative bullets will not cause engine stop, whole crew dead or burned, like after cumulative rocket hit to avoid problems with simulation probably some other paramter will be needed to ammo like: explosion after penetration = 0 or 1 because it will help to simulate frag/cumultive bullets solid steel/sabot bullet only penetrates armor but frag/cumulative rocket will destroy personell inside, to simulate this we can give expl_aaft_penetr=1 this will cause explosion after penetration for grenades for grenadelauncher this paramter will be =0 if we fire from explosive bullet on car it will blow it up if we will fire by such bullet in tank, and this bullet will be weaker than armor, it will cause explosion outside of tank and light effects sabot can have smaller hit area than fragmentation bullet in real life sabot kills personel by fragments of tank armor sabot has no explosives inside like anti-house bullets (i don't know how in english we call such "destroying" in Polish language "burzacy" , used to howitzers and etc.) so new bulltes can have new paramters: - hit < shows power of penetration - blow <shows power of explosion, destructive power - explos_aft_penetr < as written above - expl_range <range of destructive effect my propositions: 1) average bullets for rifles/mguns hit=10, blow=10 ex=1 e_r=0.05 (hit will help penetrate vest, but blow will react killing soldier) 2) bullet with some explosives, like 40 mm hit=50, blow=20, ex=1, e_r=1 3) mortar/howwitzer ammo (will explode, but not penetrate) hit=50, blow=100-500, ex=0, e_r=10 4)grenade hit=1, blow=20, ex=0, e_r=7 5) sabot hit=800, blow=600, ex=1, e_r=0.5 6) rpg/cumulative hit=800, blow=800, ex=1, e_r=2 (it will cause killing of whole personell in tank, APC simulating burning them) than "important" parts inside tank can have armor=400, in this config "hit" do not mean "power" of bullet like in OFP/ARMA power is "blow" if something is made of "important" like human body whole "blow" energy will cause dammage like now we have in ARMA !!! than grenade will kill man but man in APC will not be hurted by even 10 grenades blowing near vehicles, because armor will protect against power of explosion my suggestion will not work on buildings !!! it is only for vehicles ! 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vilas 477 Posted November 8, 2007 i wonder what can be opinion of BIS about such model structure suggestion i hope developing ARMA 2 is not too far to make more changes in engine/models itself i also hope i will not have to buy new PC :/ Share this post Link to post Share on other sites
vilas 477 Posted November 13, 2007 i thought people would be more interested in this idea about more realism with no big effort, but as i see - noone interested ? Share this post Link to post Share on other sites
SaBrE_UK 0 Posted November 13, 2007 Anything that adds to the game in a realistic and useful way has my vote. But just how hard it really is to implement only BIS can tell. Share this post Link to post Share on other sites
jtec 0 Posted November 13, 2007 I love the idea too! The damage material could be used all over the place too but im wondering will it add just a lot more cpu processes that already seem to burden Arma with slow frame rates while zooming foilage. And add more lag to online games? Saying that Arma 2 will be using more then one core so maybe a large amount of strain will be taken off the cpu. Share this post Link to post Share on other sites
vilas 477 Posted November 14, 2007 zooming at foliage is LOD "resolution", it is graphic i am talking about LOD "structure" invisible for players now in every model we have LOD "geometry", "fire geometry" my idea "structure" is something like "fire geometry" but is lets say "2 layers LOD" one layer is bod of vehicle made of soft/hard and other layer (like now "fire geometry") is important parts causing dammage to vehicle of course it can be made in one or two LODs my proposition is just other "fire geometry" LOD and some engine/materials/bullets changes Share this post Link to post Share on other sites
simba 0 Posted November 14, 2007 The idea is certainly good but 2 things : - why should we create a new lod in order to attribute "penetration material " isn't it easier to simply do it into fire geo ? - what about this ? at the bottom Quote[/b] ]RVMAT files are also used in geometry LODs for defining physical properties (the idea behind this is to be able to use one set of physical material definitions on many different surfaces that may still have different visual representation). It is done via a link to *.bisurf file. Share this post Link to post Share on other sites
Jack 0 Posted November 14, 2007 This is an excellent idea Vilas, and I hope that a next generation game can accomodate these relatively simple suggestions. Share this post Link to post Share on other sites
vilas 477 Posted November 14, 2007 RVMAT is mostly to graphic properties, textures not to penetration/protection Share this post Link to post Share on other sites
TheJay 0 Posted November 14, 2007 In this interview that Vojtzech posted earlier, they mentioned that they have penetrable materials in the game. Hopefully, these will be used on vehicles as well. Share this post Link to post Share on other sites
dm 9 Posted November 14, 2007 RVMAT is mostly to graphic properties, texturesnot to penetration/protection Correctly setup RVMATs can actually have quite a large range of effects on penetrability. Share this post Link to post Share on other sites
simba 0 Posted November 14, 2007 Would you mind to tell us a little more Deadmeat ? Share this post Link to post Share on other sites
vilas 477 Posted November 15, 2007 ? as in this WIKI link shown, there was some "not implemented in ARMA" things other thing is penetrability, other IF whole car is dammaged after shot in door but in ARMA i cannot see things like: - shot in door of URAL and it makes the same effect as shoting in window - shot from 20 mm in back side of M113, BMP and one of soldiers in transport is dead - some shots from 20 mm takes no effect on T72 turret - shots in different parts of APC vehicles making different dammages Share this post Link to post Share on other sites
simba 0 Posted November 15, 2007 Quote[/b] ]other IF whole car is dammaged after shot in door this is a problem that Rvmat wouldn't fix, but there is no comment about bulletpenetrability not working... Quote[/b] ]0.1;dust=0.1; bulletPenetrability=150; // distance in mm that a bullet with speed 1000 m/s go until it stops. Slowdown is calculated linear. soundEnviron=Empty; isWater=false; thickness=10 // not implemented in ArmA density=2500 // kg/m3, but it has actually no real value to ArmA engine too Share this post Link to post Share on other sites
vilas 477 Posted November 15, 2007 what will give you slowing down bullet if thickness is not working ? maybe it is only for "curtains" of course in arma you can shoot throught steel sheet fence, wood fence as i remember, but it is not in vehicles as i know look at paramter : "distance in mm that a bullet with speed 1000 m/s go until it stops. Slowdown is calculated linear" okay , but if thickness is not implemented, what this function will give you ? this probably is made by BIS for VBS2 engine, but someone from BIS should make it clear for us look: you have parameter about stopping bullet by material, but thick=0 because not implemented so stoping =0 or stoping not implemented too those parameters should be in cooperation, am I correct ? Share this post Link to post Share on other sites
simba 0 Posted November 16, 2007 true vilas. I also tried to apply .bisurf to a helicopter with no succes, and it worked perfectly for a house... I never said your suggestions were bad I just think that the current system should be improved/finished. I'm sure this will be done for ArmA II. Share this post Link to post Share on other sites
mr.g-c 6 Posted December 4, 2007 Hope this will be a sticky thread soon, acting as a summary of all community suggested model changes. Here is mine: - When looking through any zoom Scope like ACOG you should still see the enviroment around it, so only the part you see in the area in the scope should be zoomed while the rest is normal. Just like on this picture: Share this post Link to post Share on other sites
vilas 477 Posted December 11, 2007 but probably my structure suggestions will not be in use :/ as your scope suggestion Share this post Link to post Share on other sites
SaBrE_UK 0 Posted December 11, 2007 Yeah scopes like that would be good, but they do drain FPS a lot, having to render the world (or part of it) twice. Share this post Link to post Share on other sites
mr.g-c 6 Posted December 19, 2007 Yeah scopes like that would be good, but they do drain FPS a lot, having to render the world (or part of it) twice. That is right, but a OFP-Mod can do it in OFP-Engine without any noticeable performance-drop, so it must be possible on the multi-core optimized Arma2 too. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted December 19, 2007 Can I see this mod? Link? Share this post Link to post Share on other sites
dm 9 Posted December 19, 2007 Yeah scopes like that would be good, but they do drain FPS a lot, having to render the world (or part of it) twice. That is right, but a OFP-Mod can do it in OFP-Engine without any noticeable performance-drop, so it must be possible on the multi-core optimized Arma2 too. Can I see this mod? Link? Agreed, first time I've heard of it... Share this post Link to post Share on other sites