I am try'n to make a new damage model to hog as you all know..
So i learned a thing or to about damage models..
There are two ways a damage model mechanic works..at least in lockon
1- You can contain a damage model IN the original model.
When you do that lets say the Hog's model file loads up with the damage model poly's loads with it. When you fly undamaged you already fly with the damage model also. It is just not visible. When you get hit from the engine, the undamaged engine model becomes invisible and damaged model becomes visible. So.. The more detailed damage means, more poly, less fps.
2- You can contain the damage model Externally.
If we move from the same example, when you get shot from the engine, the undamaged engine becomes invisible and game engine loads the damaged model into the scene. You wont carry the damage model with you in normal flight, but when you get hit the system should instantly load the damage part in. Now as game players we all know what that means during the game play.
After all these explained. Imagine that you and your wingman are fly'n low near a city. There are buildings and a 10 vehicle convoy. You fired missiles, they fired missiles, buildings got hit, you got hit, wingman and conwoy got hit. Now all these damage model polys started to fly around. Plus there is flight dynamics, eyecandys and countless little details that should be calculated and processed (damage smokes, flames, etc.)
These should be well balanced in game. When you try to reach the perfect game, if you lose focus, you can end up having an unplayable one..
This is what i think..I think a heli sim should have priorities. And i think a killed vehicle's damage model should not be at the upper lines of the list..
But thats just me :)
Cheers
Yeniceri