#Less clean breaks
1 messages · Page 1 of 1 (latest)
The fragments are made when the plane is modeled. They don't spend much time making them because they are only on screen for a few seconds.
i mean would you prefer if it was like ace combat and aircraft just had damage textures painted on them
this isn't feasible, as they'd have to dynamically slice and modify models, then generate physics profiles for them on the fly, for each individual part.
the current damage model is a step up from say the models in DCS or War Thunder, but not fully dynamic (which would be INCREDIBLY CPU expensive)
also I just disagree with this suggestion, the damage models in NO are quite unique and fancy, they have their charm
Did you meant that airframe would be more resistance and wont fell apart after every missile hit ?
if so, i can agree that its sometimes kinda meh, I love how NO deal with damage and physics part, but seeing that planes often just fell apart like lego bricks instead of falling to the ground intact and only then break into brick can make crashes less cinematic
I had feeling that Tarantula as it was released, was to fragile to ground impact and it was falling apart easily, but not from the hits
no, they want dynamic model split when sustaining critical damage
Remember that NO is already plenty CPU intensive
sobbing and pissing
CPU(s): 8
On-line CPU(s) list: 0-7
Vendor ID: GenuineIntel
Model name: Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz
I have a Ryzen 5 1400 on my PC there's a reason I use my new laptop on NO exclusively
20 fps on an average escalation match because of the cpu bottleneck
ahhh- so what I meant was instead of the model breaking in very straight lines, the model break in more jagged lines, still predefined but should look better
7800x3d and still gets absolutely clowned on by NO
I get what this post is about and I do think the damaged components could do with a few more details like torn cables and pipes, however the ratio of effort this requires to gameplay improvements is pretty poor.
Reminds me adding of ragdoll models for dead bodies in ARMA 3.. eats performance while providing no gameplay benefit.
good point
I actually think having clean breaks is sometimes more realistic. I am thinking of a video from a prop plane landing on an aircraft carrier, and the engine simply breaking off cleanly. Or cargo plane landing and the tail simply falling of cleanly.
Failures often happen along structural lines.
Maybe I just need a ton of examples to show the problem.
The biggest problem I see is in real life planes are more like hollow tubes with hollow wings, so if one falls out of the sky it can be more like a squished can vs scattering apart many pieces with the original shape. But programming squishing/ deformation is extremely hard. Since Mitch comes from working on BeamNG he will know this better than anyone.