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Posted

Is it just me or do the explosions and secondary explosion seem underwhelming? Also it seems that the blast radius is way too small. I realize realism is what many want but visually I would like to see better missile trails and more graphic explosions and smoke. Is there a mod out there to give me that?

Posted

+1 on the blast radius !

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Posted

Hollywood explosions are literally gasoline fueled infernos. Real explosions are just the quickest flash and some dust, unless there's fuel being consumed. The current explosions are a bit overly dramatic, and afaik equally large regardless of the weapon used. They need improvement, as far as variety and being more weapon appropriate maybe, but that's about it.

 

Blast radius is dependent on situation. If you think you should level a city block with a 1000lber you're wrong. Kill radius for an armored vehicle isn't going to be very big, either. Shrapnel capable of killing or injuring people would extend for a fair distance, soft targets like trucks would risk damage the closer they are, obviously. That's why guided missiles are a thing, you pretty much have to hit your target to destroy it. You can't just carpet bomb a column of tanks and expect to kill more than one or two randomly.

 

 

Watching footage from Vietnam the other day, I noticed the white shockwaves are spot on.

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Posted

I also share the feeling that the blast radius is wrong. Sometimes a 500 lbs bomb wont kill an unarmored truck a few meters away. Some bombs are inefective against warehouses too.

Posted

Dropped a snakeye on an IL76 . Crater directly under wing root-no damage...

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Posted

Guys, I'm a Navel Combat Vet, I have seen what a bomb will do and this game comes nowhere near the damage a mark 82 will do if you drooped it within 10 yards of a target it's going to have a serious affect on whomever was in the vehicle, building, fox hole, or whatever. You blow up a tank, the secondaries go off for what seems like forever. It burns black smoke and smolders for hours. Don't tell me I'm looking for Hollywood effects. A burning Iranian gunboat can be seen for miles on the horizon. What I'm suggesting is not crazy Hollywood effects, just get closer to what reality is, and because this is a game, give us a button that will allow a wee bit of exaggeration of the affect. The movies will be better that the user create. ..LOL

Posted (edited)

Ah. I see what you mean. Yes. As for damage vehicles are very simplified, you don't have crew stuns or grades of damage on AI units. They are simply dead/not dead at present.

 

The only realistic fires I've seen were in some mod I don't remember for Arma 2, they'd propogate and generated huge clouds of smoke. That stuff is a huge performance hit, though, if you want it to look even remotely right =/

 

 

Also, it's hard to take 'vet claims' seriously when people call themselves Nav*E*l Combat Vets. It's not a title and has nothing to do with midsections.

Edited by zhukov032186

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Posted
Hollywood explosions are literally gasoline fueled infernos. Real explosions are just the quickest flash and some dust, unless there's fuel being consumed. The current explosions are a bit overly dramatic, and afaik equally large regardless of the weapon used. They need improvement, as far as variety and being more weapon appropriate maybe, but that's about it.

 

 

There are even more actually where bombs are dropped on nothing that has anything possibly to burn, you get large smokes, large (but short) fire flashes etc.

 

Now the bomb drops are very generic, dirt up in the air and then just down. I don't even know does the wind affect them (like on the last one) where the dust/smoke pillard would move with the wind, otherwise it will stay on the location for very long time.

 

There should be more black smoke variation, little longer fireball/flash period and size, smoke/dust movement with the wind and taller mushroom. Now it is more like dropping a 50-100kg bombs in WW1/WW2.

 

Watching footage from Vietnam the other day, I noticed the white shockwaves are spot on.

Yes the shockwave is really good one.

 

 

And what comes to 250-500kg bombs effective to damage, compare it to a 155mm (about 42kg shell, with 15% (~6kg) of it a explosive) artillery shell http://sill-www.army.mil/firesbulletin/archives/2002/NOV_DEC_2002/NOV_DEC_2002_FULL_EDITION.pdf

 

Comparing to Mk82 that has 89kg of explosives.

 

Different calibers etc, but still how effective a artillery really is.

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Posted
Ah. I see what you mean. Yes. As for damage vehicles are very simplified, you don't have crew stuns or grades of damage on AI units. They are simply dead/not dead at present.

 

 

I do remember there is somekind effect for aiming speed and reaction after you are damaged. Each damage and getting hit did deny AI firing back for moment and more damaged they were, more time it was required to acquire and aim at you.

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Posted

it isn't sufficient. real ground battles are not really doable at present which means that in 99+% of cases a crippled vehicle is the same as an intact vehicle for calculating whether you have won the encounter or not.

 

 

the real trick is instituting some sort of higher-level AI that can "soft-lose" in that it can decide to withdraw if it's taking a beating from air support and has no recourse in turning the tables on it. the enemy withdrawing is a temporary victory that damaged vehicles can contribute to, but as it is if the vehicle is not a burning wreck it's essentially still in the fight as there is no morale system.

 

 

to some extent the damage system is an insufficient model, but to some extent the tools do not yet exist to have real ground battles that mean something.

Posted
(...) A burning Iranian gunboat can be seen for miles on the horizon(...)

 

Where did you see that ?

 

There is a second issue here which I can't remember anyone discussing, and that is that the damage modelling and the 'physical' model are quite distinct.

 

If you look at a truck's life bar, and then look at the model & how it's behaving, it can be one tiny bump with a rock away from dying, but still look like it's undamaged.

 

& it's also an issue with the way damage is calculated, which seems to be relatively even & in proportion to distance, not randomised and catastrophic.

 

It seems to me that if 70 % of the infantry at a particular distance should die, what tends to happen is 100% of the infantry get ~ 70 +/- something % damage, not ~ 70% get 100% damage.

 

That leaves a lot of visually untouched and functional units that just need a little bit more damage to die rather than a lot of disabled or dead units that aren't functioning well.

Cheers.

Posted (edited)
Hollywood explosions are literally gasoline fueled infernos. Real explosions are just the quickest flash and some dust, unless there's fuel being consumed. The current explosions are a bit overly dramatic, and afaik equally large regardless of the weapon used. They need improvement, as far as variety and being more weapon appropriate maybe, but that's about it.

 

Blast radius is dependent on situation. If you think you should level a city block with a 1000lber you're wrong. Kill radius for an armored vehicle isn't going to be very big, either. Shrapnel capable of killing or injuring people would extend for a fair distance, soft targets like trucks would risk damage the closer they are, obviously. That's why guided missiles are a thing, you pretty much have to hit your target to destroy it. You can't just carpet bomb a column of tanks and expect to kill more than one or two randomly.

 

 

Watching footage from Vietnam the other day, I noticed the white shockwaves are spot on.

 

Dude it's quite known dcs lacks in shrapnel damage and simulation of damage for ground vehicles ( health bars lel). A low hp vehicle still functions as if its brand new.

 

It aught to be possible to say mission ko a tank simply by detracking, thus immobilizing and preventing it from moving into the battle.

 

Neither do badly damaged ai units behave differently.

 

It has been discussed before.

 

It had nothing to do with having Hollywood expectations

 

 

All 2.0 really did was bring new visual effects, but no fundamentally change how damage system works

Edited by Kev2go

 

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