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Posted

Hello,

 

I created a small mission, destroy an UBoot before it dives (beautifully reproduced :thumbup:) ...

 

I tried with a bomb, it hit the kiosk without exploding ... only the machine gun and cannon fire from the Sptfire caused some little % damage.

 

To be safer, I crashed the Spitfire several times on the deck, kiosk ... 0% damage

 

Can you confirm with the official beta and 2.5.6?

Posted

Hi,

 

OB Test

 

I guess, the damage model is unsatisfactory

 

:confused: Even with the smaller AN-M57 the Uboot has to be heavy damaged/sunk

 

PIC 1

1x AI P-47 3x AN-M57

All 3 bombs hit

Minor damage

 

 

 

PIC 2

1x AI P-47 2x AN-M65 1x AN-M64

All 3 bombs hit

Damaged, still moving

No smoke, no fire

 

-

1683653253_1Ubootnotdestroyed.thumb.jpg.8656c39bf44038f9e790fb417dcd64c1.jpg

983410663_2Ubootnotdestroyed.thumb.jpg.eb8140a8b9c2737c1153553f9d287d31.jpg

Posted

The health pools of the ships and uboat are known, I've reported this. The best workaround for now is to set a trigger on the hit and then do an explosion on the object to create extra damage.

 

 

This is because the full damage modelling is being queued in development progress, if I understand correctly.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Posted
The health pools of the ships and uboat are known, I've reported this. The best workaround for now is to set a trigger on the hit and then do an explosion on the object to create extra damage.

 

 

This is because the full damage modelling is being queued in development progress, if I understand correctly.

 

 

I've done the same thing with triggers in my missions, cool that I'm not the only one.

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