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Possibility of system failure modes not configurable in the mission editor


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Posted

The mission editor provides the option to set up various system failures.

When random system failures are enabled in the game options or due to aircraft damage, are the possible resulting failures a) limited to the failures that might also be set in the mission editor, or could b) additional failures possibly occur?

If b), are these additional failures limited in any way (if so, could the developers share a list of these additional possible failures?), or, especially given the F-4's component-based system modelling, do these failures cover all systems/components modelled in the jet?

Posted

The mission editor provides the option to set up various system failures.

When random system failures are enabled in the game options or due to aircraft damage, are the possible resulting failures a) limited to the failures that might also be set in the mission editor, or could b) additional failures possibly occur?

If b), are these additional failures limited in any way (if so, could the developers share a list of these additional possible failures?), or, especially given the F-4's component-based system modelling, do these failures cover all systems/components modelled in the jet?

The random failure option covers the failures listed in the Mission Editor only.
It is an ED system that we do not control. We can add new entries to the list of failures but thats it.

The aircraft itself, with its condition/wear/tear system has way more "failures" than just those, although I wouldn't really call those failures. It also wouldn't be meaningful to add them all to this list, as its around 3000 individual things that all influence each other. And its not just on/off, but varying between ranges of values.

The condition/wear/tear system isn't compatible with the ED failure system. Not only technically, but also UI-wise. It wouldnt be meaningful.
Instead, you control that aspect with the condition/wear/tear sliders in your Mission Editor and with how you fly in-game.

There will likely be more detailed options inthe future when we come to making it persistent for campaigns and similar.
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Posted

Thanks for the explanation! To make sure I'm getting this correctly:

In the ME's fault list there are currently no electrical failures (e.g. single generator failure with bus tie open) or hydraulical failures (e.g., utility system failure).

I understand that setting "random system failures" will therefore never cause these failures.

However, is it currently possible that battle damage or extreme mishandling of the jet might cause them?

Posted
Thanks for the explanation! To make sure I'm getting this correctly:
In the ME's fault list there are currently no electrical failures (e.g. single generator failure with bus tie open) or hydraulical failures (e.g., utility system failure).
I understand that setting "random system failures" will therefore never cause these failures.
However, is it currently possible that battle damage or extreme mishandling of the jet might cause them?
Yes to all you said.

With our condition/wear/tear system you have to get away from an on/off thinking. Your hydraulic system consists of like 100 components and all of them have properties that are influenced up and down. There is no "now the system works, now it doesn't". The result is a highly dynamic composition of everything together.

I would also take battle damage aside as extra topic, as this can fail things as well. Sometimes as on/off, sometimes as 0-100%. It is extra, next to the other systems.
Battle damage can also apply to all components in the entire aircraft based on their location.

The failure list in the ME (and what random failures applies to) is a handcrafted list of manual failures that we put in "on top" of the condition/wear/tear and combat damage systems.
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