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Posted (edited)

Got the moving portion of the rudder entirely blown off the vertical stab by AAA and had full yaw authority. Landed without issue. null

image.png

Edited by trev5150
Posted
2 hours ago, trev5150 said:

Got the moving portion of the rudder entirely blown off the vertical stab by AAA and had full yaw authority. Landed without issue. null

image.png

 

The damage visuals are pretty bad. Silly even. They have no connection to any sort of damage modeling AFAIK

 

 

 

 

EDsignaturefleet.jpg

Posted
Got the moving portion of the rudder entirely blown off the vertical stab by AAA and had full yaw authority. Landed without issue. null
image.thumb.png.983ce83a76e23e695fde5de2845dcb3b.png
Thank you. This one is known and already being worked on. It used to work but sth borked the damage for the rudder specifically recently.
Cheers
The damage visuals are pretty bad. Silly even. They have no connection to any sort of damage modeling AFAIK
They definetly are connected. If you find one that isn't, like the rudder, its a bug and should be reported and we will then fix it

  • Like 4
Posted

You know it would be great to see some sort of damage report from the ground crew after landing.

I've had situations where i've taken a few rounds in the side but everything felt ok but not quite right. 

 With being far from home base/spawn point, it's a bit of a coin flip if I need to repair or just continue flying and not know the extent of any damage.

 Some kind of ground crew quick assessment or maybe with engines off a full Damage report Would be great as the time to spin up a fresh jet isn't something I always have. 

 

  • Like 1
Posted (edited)
22 hours ago, Zabuzard said:

Thank you. This one is known and already being worked on. It used to work but sth borked the damage for the rudder specifically recently.
Cheers They definetly are connected. If you find one that isn't, like the rudder, its a bug and should be reported and we will then fix it emoji106.png
 

I guess I should clarify.

While I do understand that when there is visual damage, there is also something going on in the damage modeling, the damage modeled is not commensurate with the visual presentation.

The image posted by the OP is a great example.

The aircraft has obviously suffered from a horrible shark attack, yet there is little bleeding and the Phantom retains some use of its flipper, even though its been severed.

 

A few nights back, I took a round from a 23mm gun. The visual presentation was one of smooth areas of missing metal on the left engine and fuselage. Huge swaths of skin apparently melted off, revealing undamaged components underneath. I flew the aircraft home.

What sort of secret weapon might cause metal skin to evaporate and leave what is beneath on display in a pristine state?

PDF] Epidemiology of Battle-Damaged Fixed-Wing Aircraft Major Trent |  Semantic Scholar

 

Air Force Pilot Landed Damaged A-10 Using Only 'Cranks and Cables' |  Military.com

Pin on Harvester

 

 

Edited by =475FG= Dawger

 

 

 

 

EDsignaturefleet.jpg

Posted
On 6/16/2024 at 2:40 AM, Longiron said:

You know it would be great to see some sort of damage report from the ground crew after landing.

A way to inspect damage and aircraft status in general (apart from the log shown after flying Singleplayer) is already planned. Cheers 🙂

  • Like 3
Posted

It seems the damage passed from the ED SKD does not necessarily match the damage animation. I asked for the animation calculation model in a JIRA. Temporarily I'll lower the threshold in the code a bit.

  • Thanks 2
  • 2 weeks later...
Posted
On 6/17/2024 at 1:05 AM, Zabuzard said:

A way to inspect damage and aircraft status in general (apart from the log shown after flying Singleplayer) is already planned. Cheers 🙂

If the tower gang came over the radio as you're rolling out asking "umm u ok bro?' that would be great 🤣

Posted

I had a mission where I lost the entire vertical stab and rudder, like all if it, down to the fuselage. The plane was a little sluggish afterwards but no roll, pitch, or yaw problems and made it back to base for a rather uneventful landing, other than having only 70lbs of fuel left. I wish I had the track to share.

Posted (edited)

I've had a wonderful experience so far with the damage modeling.  I've been hit by shrapnel and had fuel leaks.  I've had engines fail to damage.  Just the other night, I had a Mig-15 just every so gently 'ping' my right wing, and in doing so, must have hit some hydraulic control, because I lost all aileron authority on the right wing and crashed. 

Another time, I did a run of Durandals on an airfield, took a flak hit, and fought the controls the whole way home, just barely landing it, with no nose wheel. 


I'd say one of the effects we are seeing right now is the that the fidelity and depth of the various states of components so far exceeds the SKD ability to inform it, and so far exceeds the damage modeling we've come used too from other modules, that when we take damage that is incremental and detailed, it 'feels' broken only because we've been trained to expect that the same hit in another module would simply be a kill, or disabling, because that other module is using 1/4, 1/2, 3/4, or fully destroyed as a status for only 10-12 individual parts of the plane, where is this model is using a range of 1-100% with single-unit increments on thousands of individual components.  

Its damage model will, once tuned with the SKD and bugs worked out, be far more realistic than any other module currently in DCS.  Where other modules might inform that damage is over 50 percent, and so the component is 'destroyed' or just gone - this module is not 'all or nothing' for component damage the way some of the older modules, especially, are. 

Edited by Bosun
  • Like 1
Posted
4 hours ago, Bosun said:

I've had a wonderful experience so far with the damage modeling.  I've been hit by shrapnel and had fuel leaks.  I've had engines fail to damage.  Just the other night, I had a Mig-15 just every so gently 'ping' my right wing, and in doing so, must have hit some hydraulic control, because I lost all aileron authority on the right wing and crashed. 

Another time, I did a run of Durandals on an airfield, took a flak hit, and fought the controls the whole way home, just barely landing it, with no nose wheel. 


I'd say one of the effects we are seeing right now is the that the fidelity and depth of the various states of components so far exceeds the SKD ability to inform it, and so far exceeds the damage modeling we've come used too from other modules, that when we take damage that is incremental and detailed, it 'feels' broken only because we've been trained to expect that the same hit in another module would simply be a kill, or disabling, because that other module is using 1/4, 1/2, 3/4, or fully destroyed as a status for only 10-12 individual parts of the plane, where is this model is using a range of 1-100% with single-unit increments on thousands of individual components.  

Its damage model will, once tuned with the SKD and bugs worked out, be far more realistic than any other module currently in DCS.  Where other modules might inform that damage is over 50 percent, and so the component is 'destroyed' or just gone - this module is not 'all or nothing' for component damage the way some of the older modules, especially, are. 

 

Another factor is the F-4E is a fairly stout aircraft. With lots of foam lined fuel tanks , multiple control surfaces, two engines and two (or more) of everything else (two generators, two hydraulic pumps, etc) , an F-4E can survive hits that would knock down a MiG-21/F-5E /Mirage F-1. Cue players proclaiming “bugs!”. Not to say that the OPs post isn’t valid, but we have to readjust expectations with HBs F-4E.

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