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Old 01-05-2017, 10:44 PM   #11
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Originally Posted by Enduro14 View Post
So Sith im curious i know we dont really have any intimate details of this new damage model, but for curiosity sake ballistic damage on wings and or fuselage will this cause any Aerodynamic effects aka increase in drag and or disruption of the dynamics of flight?
Considering the WIP images that have been shown with quite a lot of stuff modelled, I'd certainly hope so.
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Old 01-06-2017, 12:09 AM   #12
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There is a great need for damage model improvement for AI controlled aircraft in multiplayer mode.

The problem with the damage model in multiplayer is: AI controlled aircraft can fly at 100% efficiency when they are heavily damaged. An AI adversary in a heavily damaged aircraft flies with no performance penalty.
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Old 01-06-2017, 06:30 AM   #13
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The AI damage modeling is the most critical in my point of view.
And we don't talk just about aircraft.
Especially ground forces have basically a hit bar with rudimentary damage "effects", currently.
If you blast a tank, Shilka or BMP with HE rockets you do not kill it, sure.
Yet the crew would be disoriented and unlikely to shoot at the trailing plane in a shooter- shooter run... Just as one example.

Along with the AI scripting, trigger system and path finding, the damage model is in my oppinion the most crucial thing to fix, after the merge into 2.5 is done.

Mission builders and designers are totally reliant on this, for campaigns and missions, single as well as multiplayer.

I am very happy that ED is working on a new damage model!
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Old 01-06-2017, 06:45 AM   #14
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Originally Posted by shagrat View Post
The AI damage modeling is the most critical in my point of view.
And we don't talk just about aircraft.
Especially ground forces have basically a hit bar with rudimentary damage "effects", currently.
If you blast a tank, Shilka or BMP with HE rockets you do not kill it, sure.
Yet the crew would be disoriented and unlikely to shoot at the trailing plane in a shooter- shooter run... Just as one example.

Along with the AI scripting, trigger system and path finding, the damage model is in my oppinion the most crucial thing to fix, after the merge into 2.5 is done.

Mission builders and designers are totally reliant on this, for campaigns and missions, single as well as multiplayer.

I am very happy that ED is working on a new damage model!
The simplistic ground unit damage model isn't restricted to AI, it also applies to ground units driven by players, because unlike with aircraft there is no difference in damage modeling between human and AI vehicles, or is there?
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Old 01-06-2017, 09:01 AM   #15
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What would be cool would be like a summary of the opponent you killed after the flight, how many kids he had, whetter he was married or single, did he die on landing or in the cockpit, what was his kill ratio and rank, did he eject but die on impact, or did he eject and drown, was he burned alive in the cockpit, or did he get concussion and lose control. Also would be cool if you could listen to the recorded cockpit voice messages from the enemy so you can hear his last words.
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Old 01-06-2017, 09:31 AM   #16
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Originally Posted by QuiGon View Post
The simplistic ground unit damage model isn't restricted to AI, it also applies to ground units driven by players, because unlike with aircraft there is no difference in damage modeling between human and AI vehicles, or is there?
No it is all the same, but it is extremely hassling when flying MP PvE missions and AI is driving around in uber-tanks...
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Old 01-06-2017, 09:34 AM   #17
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Originally Posted by Dav IRL View Post
What would be cool would be like a summary of the opponent you killed after the flight, how many kids he had, whetter he was married or single, did he die on landing or in the cockpit, what was his kill ratio and rank, did he eject but die on impact, or did he eject and drown, was he burned alive in the cockpit, or did he get concussion and lose control. Also would be cool if you could listen to the recorded cockpit voice messages from the enemy so you can hear his last words.
Guess you posted in the wrong thread, this is about damage modeling aka AI planes are not having any performance penalty, until a critical section (Wing, engine) has 0 hit points.
With just 1 point remaining in every section AI fights like it has NO damage at all!
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Old 01-06-2017, 11:12 AM   #18
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Originally Posted by shagrat View Post
The AI damage modeling is the most critical in my point of view.
And we don't talk just about aircraft.
Especially ground forces have basically a hit bar with rudimentary damage "effects", currently.
If you blast a tank, Shilka or BMP with HE rockets you do not kill it, sure.
Yet the crew would be disoriented and unlikely to shoot at the trailing plane in a shooter- shooter run... Just as one example.
I agree, and realy hope that we'll get a new damage model for ground units too, with proper armor penetration model, and systems damage (tracks, sights/targeting systems, engine,...).
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Old 01-08-2017, 06:02 AM   #19
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Originally Posted by grunf View Post
I agree, and realy hope that we'll get a new damage model for ground units too, with proper armor penetration model, and systems damage (tracks, sights/targeting systems, engine,...).
For sure. Just imagining scenarios where perhaps area affect damage can incapacitate a ground target while still keeping it alive. Yet, that is sufficient to take it out of action allowing us to conserve ammo and prioritize other targets.
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Old 02-09-2017, 12:11 AM   #20
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i would also like to see an improvement for the smoke and make it very thick and long like the ones in IL2 battle of stalingrad

because it feels so rewarding and satisfying when you see the aircraft trailing long thick smoke coming down after you shot it down
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