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The new EXPLOSIONS


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  • 3 weeks later...
None of you are "responsible" for this - WW2 videos of P-51 rocket attacks were - get off your high horse.

 

Nate

 

 

LOL!!!!:lol:

 

I like Em.....Nice Job, irregardless of the many perfectionisto's opinions

 

Some screenshots here:

 

http://www.sdsquad.com/index.php?topic=2495.0


Edited by MegOhm_SD

 

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Still need bigger for 1000 pounders and up. Looks better tho

WOOOOoooooo

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Not quite an explosion, but I was wondering - have buildings always been able to catch on fire, or is this new to DCS World?

 

Was just flying the Su-25t attack quick mission, and accidentally (really!) hit a building with some rockets while going after a line of bradlys... one side of it burned with a pretty large fire effect that I'm not sure I've seen before, lots of smoke too, then on my second or third pass the building was a burnt out shell.

 

Looked cool, I'm wondering is that a new effect to "World", or just something I've never noticed before?

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stadium-begone.jpg

About a year ago I burned a stadium to the ground with a Mav in DCS A-10. So I would say that it is not new.;)


Edited by cichlidfan

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thast a bug in its self that video , tanks gets hit then moves?

 

Why would it be unable to move prior to cooking off?

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Why would it be unable to move prior to cooking off?

 

Oh I dunno, the fact that it's just been hit by a weapon with enough explosive and/or kinetic energy to cause the fuel & munitions it contains to cook off in the first place.

 

Of course that said, as the sim is working as intended in this situation it's not a bug, but rather a new feature that would have to be requested/implemented. There are many, many things that could be improved as far as the weapon/damage modelling go, and I'm sure they will all come along in time.

 

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Oh I dunno, the fact that it's just been hit by a weapon with enough explosive and/or kinetic energy to cause the fuel & munitions it contains to cook off in the first place.

 

 

At minimum, I should think that anyone inside would not be in any condition to operate the vehicle for a moment or ten.;)

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Interesting concepts. There's a lot of cool conditional/random features that could be built into damage modeling. Like Eddie said, I'm sure that's something ED can and will address with time. I think the things on the horizon are going to really start to challenge even the biggest cynics to come up with new expectations!

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i say a direct hit the tracks wont operate, needs more work damage modelling imo

 

Reason I asked is that I/others need a persuasive argument to forward to the Devs when submitting a bug report. I know little of the mechanics involved insofar as the Abrams is concerned and what makes it move etc etc. Take the tracks example you mentioned: Would a Vikhr impact on the turret effect the tracks?

 

Then again, a hit amounting to a catastrophic kill could be argument enough, unless one argues that the impact caused the accellerator to jam forward, again assuming that the tank drives similar to a car - you see, all my assumptions are my downfall insofar as a persuasive bug report is concerned :)

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Reason I asked is that I/others need a persuasive argument to forward to the Devs when submitting a bug report. I know little of the mechanics involved insofar as the Abrams is concerned and what makes it move etc etc. Take the tracks example you mentioned: Would a Vikhr impact on the turret effect the tracks?

 

Then again, a hit amounting to a catastrophic kill could be argument enough, unless one argues that the impact caused the accellerator to jam forward, again assuming that the tank drives similar to a car - you see, all my assumptions are my downfall insofar as a persuasive bug report is concerned :)

 

if anything crew inside would be rendered useless. weapon penetrates the armor,

heat and shrapnel alone is enough to wipe out all tank systems inside and crew.


Edited by diveplane
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The behaviour you are seeing is the first iteration of the tank scatter when attacked feature (From the original Warthog).

 

Currently a vehicle is not considered dead by the sim until it "pops". Until then, it follows the scatter logic.

 

IIRC the ground AI when attacked feature will be addressed again in the future.

 

Nate

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Don't know if this was posted before, but these "BlastFX" Mod is a very good simulation of explosions. Now add the longer smoketrails and a little more drift from wind and I think they will be close to perfect.

 

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  • 3 weeks later...
I liked the previous ones better, now it's more Hollywood.

 

You got to be kidding me, I remember when I first saw an explosion in the Skhval in BS2 after installing the beta. It actually induced some vulgar words escaping my mouth.

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For reference: http://www.liveleak.com/view?i=9d6_1339279880

 

This BMP gets hit by an RPG and then the ATGMs on the ammo rack ignite. Can you imagine something like this in DCS? *Drool*

 

Just an interesting reference for what it looks like when a small, shaped-charge warhead impacts a vehicle. Also a good reference for secondaries.

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