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Posted

If i got it right, the vehicle damage model will still continue to stay boxed.

I dream about perfect damage models where a hit in a hatch could be fatal, but it's probably still a long way to go, even for CA.

But a simpler model could maybe be possible?

If we have shells calculating both vertical and horizontal angle of impact on a boxed shape, it could at least be possible to simulate the weaker roof on armored vehicles by giving extra damage on high vertical direct hits.

Also deflection hits could be simulated, by factoring less power on low angle hits.

Bigger HE shells that would be able to penetrate could also have even more blast power if they hit top side from a high vertical angle.

And maybe possible by using core 2 or 3?

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Posted

Already done. If you hit a tank in a 90 degree dive it's more powerful than a ten degree dive to his front.

Always remember. I don't have a clue what I'm doing

Posted

What you are talking about is already being realized, al be it in a different way.

 

Each unit is divided in section's each section having an amount of hitpoints.

Front is typically toughest.

Followed by the sides

Rear and Top are weakest.

 

Don't know all the ins and outs but the basics are already covered.

[sIGPIC][/sIGPIC]

The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Posted

Great! I guess I haven't noticed, not used the cannon for a while now.

i5 4670 - Sabertooth Z87- GTX Titan - Dell U3011 30" - 2x8GB RAM 1800 - Samsung 840 EVO 512GB SSD - Warthog HOTAS - CH Pro pedals - TrackIR5 - Win7 64bit

EVERYTHING IS SUBJECT TO CHANGE :thumbup:

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