#Unified Procedural Guns (with Bullet Drop & Real Physics) 🎯

1 messages · Page 1 of 1 (latest)

carmine patrol
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Hey everyone! Since SP2 is bringing procedural engines and parts, I wrote a detailed concept on the forums about overhauling the weapons system.

TL;DR of the proposal:

-Merge the legacy Wing Guns & Cannon into a single, highly customizable Procedural Gun for all calibers.

-Add real physics: Bullet drop, kinetic energy, and ricochets.

-Allow custom firing modes (simultaneous, sequenced) and procedural ammo boxes.

I'd love to hear your thoughts or get some upvotes if you'd like to see this in SP2! You can check the full breakdown (with visual examples) here:
https://www.simpleplanes.com/Forums/View/2206668/SIMPLE-PLANES-2-Feature-Request-The-Procedural-Gun-Dynamic-Ammo-Systems-Uni

limber jackal
# carmine patrol Hey everyone! Since SP2 is bringing procedural engines and parts, I wrote a deta...

I like most of the suggestion, however I am opposed to penetration and the like, because I don't believe SP2 can accurately take that into account without it being extremely resource/time intensive as a sandbox game. it's not like, say, War Thunder, or any other game that has pre-defined damage models for specific vehicles; here, we have to make the damage models and the game has to try its best to render penetration and even spalling? ...and such, without fail, which i dont think is feasible
otherwise, I am fully with your suggestion, especially on the procedural ammo box, but I'd also like the types to define what it is (single barrel? double barrel? rotary cannon?) or to at least have a barrel count slider, so that we can have according cooler firing sounds and not just the universal taps of SP2 or thuds of SP1. I'd also like to see the ammo box's/aircraft's weight being affected as you fire off rounds and their casings ejected (if they aren't caseless for example)

proper zealot
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If I rember they have kind of a ricochet physic on space ingérer.

limber jackal
# proper zealot If I rember they have kind of a ricochet physic on space ingérer.

ricochet could be fine, but I dont think penetration can be modeled. not simply anyway
I also want penetration and ammo types so bad, but that would probably either lead to completely different parts for tanks/ships (calling fuselages that model penetration "Armor Fuselage/Block" for example? which would follow a completely different damage model to normal fuselages) or would lead to unnecessary extra computing for all fuselage parts ingame/in the server
im fine with separate armor blocks for example, but I wouldnt expect jundroo to work on them anytime soon

deft willow
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Ricochet in guns could be added and the rest I feel like would be too demanding for the game to calculate

eager whale
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We need cannon spread

limber jackal
eager whale