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Posted (edited)

I would very much like to see something actually happen simulating fuel burn. Im watching this missile track and hit head on and rip into a fighter. I get a puff of smoke and then a few faint trails of smoke with small localized fires as wings and other pieces fall to earth.

 

 

In that case I want to see a massive fire ball like 5 times the size of that plane then a large plume of flames follow the main chunks down with some thick smoke this could diminish over time if it fell for many 1000s of feet

 

 

 

Also smoke from crash sites seems weak.

 

 

Not every hit needs a fireball what we have now is okay in some situations but when a fuel tank(s) gets ripped open and disperses 4,000 pounds of fuel in to the air and another 2,000 is trying to find it way out that would be much improved over what we have now.... which is about equal to an impact on a plane with no fuel on board.

 

 

 

Like this is a good example and matches the first case.

 

 

 

 

 

Example of fuel dispersion

 

 

 

 

 

I doubt im the first to mention this but I couldn't find any reference to this topic. What has been discussed so far?

 

 

 

Thanks!

Edited by Gun Jam
Posted

I also agree the smoke is not very dense and does not give the feeling of continuing to leave the plane but instead seems like it is a spray in the air of low intensity.

Posted

IMO the most immersion breaking is the easily discernible “layers” of smoke when going through a 3D model.

 

I’m sure someone experienced while chime in on here with the history of sims dealing with smoke and airplanes:)

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Posted (edited)

From the newsletter

 

Quote

 

"Modeling Update

We recognize that an important aspect to improve in DCS World is more realistic damage modeling in regards to localized effects, visual effects, affect on hit components, and type of weapon impact. Regarding the latter, the new damage model will be based on two types of weapon impact: penetrating impact and proximity impact. This provides us with three primary weapon effects on a unit: penetrating (projectiles), volumetric/pressure wave (high-explosive) and volumetric/shrapnel. This last effect allows weapon casing fragments to be tracked as unique objects entering the unit. This is not modeled in our current damage model system, but it will provide a great improvement to aircraft, and later, ground unit damage.

 

When a projectile or shrapnel penetrates a unit, the strength and functionality of the of the unit component it intersects with is affected. This includes components like spars, flight control surfaces, engine, weapons, fuel, etc. This, in turn, can greatly affect aircraft performance and system functionality.

 

The team has been working hard on this new damage model system, and the primary work is now complete. It is now undergoing internal testing. We will first roll out the new damage model system in our World War II aircraft, then later move to our more modern aircraft and then ground units."

 

p-51_x-ray.jpg

 

Seems to me like once the damage / ballistic models are done they can add the appropriate smoke and fire to the appropriate damage locations to make it more realistic.

 

For all we know there could already be many more effects built and just waiting to be added to this damage logic.

Edited by David OC

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Posted (edited)

how does this new damage logic work?

what is the difference between the old damage logic and the new damage logic?

 

 

my advice is these that gasoline kerosene and other chemical liquids are highly flammable and even in powder pits gunpowder is highly explosive and incendiary if we then talk about NAPALM and even more incendiary and even more smoke.

Edited by Xilon_x
Posted
how does this new damage logic work?

what is the difference between the old damage logic and the new damage logic?

 

my advice is these that gasoline kerosene and other chemical liquids are highly flammable and even in powder pits gunpowder is highly explosive and incendiary if we then talk about NAPALM and even more incendiary and even more smoke.

 

It said the basics of it above in the newsletter I posted above.

Quote

 

"This provides us with three primary weapon effects on a unit: penetrating (projectiles), volumetric/pressure wave (high-explosive) and volumetric/shrapnel. This last effect allows weapon casing fragments to be tracked as unique objects entering the unit. This is not modeled in our current damage model system, but it will provide a great improvement to aircraft, and later, ground unit damage."

 

End Quote

 

The logic is in the code that will be written to cause and display the correct affect on all this tracked damage in sim that will be in the sim at some point. Soon we hope.;)

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Chuck's DCS Tutorial Library

Download PDF Tutorial guides to help get up to speed with aircraft quickly and also great for taking a good look at the aircraft available for DCS before purchasing. Link

Posted

Thanks David for the link.

 

 

This is excellent news any DM improvements will be greatly appreciated. I wish the article would have given more detail about the visual side of things. I get the feeling they are talking about visual damage to the craft its self and not about improving / adding large volume flames and smoke.

 

 

Im glad work is being done in this dept so thats good news.

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