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Thread: Detailed component-driven damage modeling.

  1. #91
    I completely agree, a thousand times. I am sick of shooting a car's engine with a .50 cal, aiming to disable it, only to have it suddenly burst into flames a few seconds later, killing everyone inside. It's not just tanks, it's every vehicle that should at least have things like engine, fuel tank, crew, ammunition compartment, transmission, and wheels/tracks modeled.

  2. #92
    Quote Originally Posted by maionaze View Post
    No need, they are allready implementing detailed vehicles physx and boggy grounds will be possible in ArmA 3
    Maybe, but i am not expecting any massive advance like you would expect with TKoT/TKoV or they are doing with TKoH, but I do hope they take the basic premise of 4x2 etc cars and bus/lorry being worse off-road than 4x4, 6x6, 8x8 vehicles which in turn are slightly worse than tracked vehicles off-road.

  3. #93
    Damn! some simply online tank arcade game have a realy good damage system, but Arma! greatest mega realistic Mil sim, cost lot of money, not a have this F8ckng system, this can been realizen in 2000 year... /facepalm

  4. #94
    Quote Originally Posted by Dead3ye View Post
    I completely agree, a thousand times. I am sick of shooting a car's engine with a .50 cal, aiming to disable it, only to have it suddenly burst into flames a few seconds later, killing everyone inside. It's not just tanks, it's every vehicle that should at least have things like engine, fuel tank, crew, ammunition compartment, transmission, and wheels/tracks modeled.
    Anti-materiel rifles destroy engine blocks now, as seen in the new gamescom video.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  5. #95
    super, but with ace mod you can even now disable car shooting at his engine. The biggest problem is that bis devs don't show ANY interest in damage system.

  6. #96
    You may want to check more of the videos before making accusations, in one of the demonstration videos it was clearly shown that shooting a vehicle in the engine would stop it.
    http://www.youtube.com/watch?v=8-DTBP8s74A
    Last edited by NodUnit; Sep 12 2011 at 18:09.

  7. #97
    How about increasing the amount of hit boxes on vehicles?
    Instead of one big hit box, 200 or more little hit boxes and the ability to link them to effects and other hit boxes.

    Effects like "if hit by 9mm then -0% of hit points", "If hit by 120mm then -20% of Hit points"

    Like, lets say my m1 gets hit.

    My tank gets hit in the front right turret site, this has effects in decrease armor (lees HP in this small section)
    my aiming device and thermal/nvg gets dmgt.

    If i get hit a second time in the same spot, penetration gunner is dead commander dead or wounded.

    This penetration/armor value thing is a wet dream of every milsim user but how many time and ppl would be needed to get it done and what kind of resources on the user computer would be occupied by this system.

    What if we take what arma has(HP/hit box) and try to make it look like real and use what we have.
    Heavy weapons are silent weapons

  8. #98
    Master Gunnery Sergeant dale0404's Avatar
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    The World of Tanks game has a similar ballistics / velocity / aim point / hit point damage model.

  9. #99
    How about increasing the amount of hit boxes on vehicles?
    Instead of one big hit box, 200 or more little hit boxes and the ability to link them to effects and other hit boxes.
    Dude, it's more than 1 big box already and different penetration for
    a vehicle is also there since ages (Tires, tracks, windshield, turret etc.) ,soon even engines.

  10. #100
    Wow, that is truly one of the most impressive things I've seen in a video game/simulator. How possible is a similar but perhaps slightly simpler system in ArmA 3? 20%? 10%? Or is this a job for a mod?
    Last edited by Pvt_Ryan; Oct 28 2011 at 13:31.

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