Galwran Posted November 17, 2015 Posted November 17, 2015 I just ran a few test with 8x Tornado IDS with 4x Kormoran missiles each. They had a really hard time trying to sink a Neustrashimy. On a closer inspection a noticed that those missiles that got through actually hit water a few meters before the target so there was only splash damage (pun not inteded :))
Grimes Posted November 18, 2015 Posted November 18, 2015 Hard to say what the exact issue is without a track, however testing it I noticed that missiles tend to not explode, rather the "splash" visual effect is rendered. The missiles still do their damage though. How many missiles hit? It takes 7 Kormoran's to destroy a Neustramshimy. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Galwran Posted November 19, 2015 Author Posted November 19, 2015 Hard to say what the exact issue is without a track, however testing it I noticed that missiles tend to not explode, rather the "splash" visual effect is rendered. The missiles still do their damage though. How many missiles hit? It takes 7 Kormoran's to destroy a Neustramshimy. Thanks for testing. Less than seven hit, but isn't seven a bit much, considering the warhead is of reasonable size plus the unspent fuel within the missile? Neustrashimyy is pretty much the same size as HMS Sheffield, and Kormoran is pretty much the same size as Exocet, just sayin' :pilotfly:
Grimes Posted November 20, 2015 Posted November 20, 2015 Less than seven hit, but isn't seven a bit much, considering the warhead is of reasonable size plus the unspent fuel within the missile? I think its mostly down to ships lacking complex behavior to define whether or not a weapon hitting a certain spot will score a "critical hit" to do enough damage to sink the ship. At the moment ships are just objects with a lot of HP and weapons can only do X amount of damage per hit. I little while ago I was asked to test some suggested HP changes to ships and I made a nice little table showing how many missiles of each type it would take to destroy each ship type. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Galwran Posted November 20, 2015 Author Posted November 20, 2015 I think its mostly down to ships lacking complex behavior to define whether or not a weapon hitting a certain spot will score a "critical hit" to do enough damage to sink the ship. At the moment ships are just objects with a lot of HP and weapons can only do X amount of damage per hit. I little while ago I was asked to test some suggested HP changes to ships and I made a nice little table showing how many missiles of each type it would take to destroy each ship type. Ooh, nice table, thanks. But yeah, there should be some mechanism to disable a ship with a few hits even though it does not sink ;)
Grimes Posted November 21, 2015 Posted November 21, 2015 Well they do slow down and/or stop after certain amounts of damage, but I think the weapons are still active. Also some of the ships with newer 3d models do have parts that can be destroyed, though I'm not sure how its implemented/modeled. Overall I think ships would benefit more from advanced damage modeling than ground targets. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
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