oukej

Jets - Hitpoints

108 posts in this topic

14 minutes ago, five_seven5-7 said:

Where is the structural damage now that we have mach 1+ jets? A heavy loadout plane pulling to many GS when its traveling too fast should be consequences

 

Individual payload weight is not taken into consideration.

Share this post


Link to post
Share on other sites

I know that, but why you can have the same agility in the CAS, regular jet and the stealth versions? Balance? Should be a trade off, I'm willing to take some damage in order to shoot down that superior plane

Share this post


Link to post
Share on other sites
49 minutes ago, five_seven5-7 said:

I know that, but why you can have the same agility in the CAS, regular jet and the stealth versions? Balance? Should be a trade off, I'm willing to take some damage in order to shoot down that superior plane

 

So far, the only 'balance' seems to be weapon loadout. If you bring 8 GBU-12's then you can level a small village, but you are not going to shoot down many jets if they have AA missiles :)

2 people like this

Share this post


Link to post
Share on other sites
1 hour ago, Strike_NOR said:

 

So far, the only 'balance' seems to be weapon loadout. If you bring 8 GBU-12's then you can level a small village, but you are not going to shoot down many jets if they have AA missiles :)

 

Exactly, if you want to dominate the ground, well you cant dominate the air and vise versa. 

Share this post


Link to post
Share on other sites

Is there any directive or BIKI article describing the model needs for hitpoints?  Should I presume they are similar to other hitpoints in that it needs:

 - model.cfg section

 - hit-points LOD selection
 - any visual LOD / shadow LOD selection

Does it need a matching selection in FireGEO?

Does it need definition in config.cpp class HitPoints?

Share this post


Link to post
Share on other sites

Dear hitpoints enthusiasts,

I'm bringing you an update! I've been trying to balance some hitpoint values as I've promised earlier. They'll be coming with the next devbranch, and for now, affecting following planes:

  • Wipeout (Plane_CAS_01)
  • Neophron (Plane_CAS_02)
  • Buzzard (Plane_Fighter_03)

The hull shouldn't be as weak as were the objections before, however I'll be happy for more feedback.

Remaining planes should be COMING SOON(tm). Next ones I'll focus on are the fighter jets coming with the DLC, Black Wasp, Shikra and Gryphon, so it can be tested all together, but please have patience with me :)

 

On 4/23/2017 at 0:55 AM, hcpookie said:

Is there any directive or BIKI article describing the model needs for hitpoints?  Should I presume they are similar to other hitpoints in that it needs:

 - model.cfg section

 - hit-points LOD selection
 - any visual LOD / shadow LOD selection

Does it need a matching selection in FireGEO?

Does it need definition in config.cpp class HitPoints?

 

Hello,

there is one article about hitpoints, https://community.bistudio.com/wiki/Arma_3_Damage_Description, however, this one won't be that helpful I'm afraid :)
I've been tasked with creating such documentation for community (especially for Jets edition) and I'm really sorry that it's not yet done, seeing you've got the content to be seen in devbranch already. So I'll try to shed as much light as I can here, feel free to ask any questions.

 

Yes, they work the same as other hitpoints. Meaning, they need:

- selections in hitpoint LOD ("name" parameter in config)

- selections in visual LODs ("visual" parameter in config)

- names of selections in visual LODs in model.cfg sections

- HitPoints class in config.cpp

- change some of the animation sources

 

- no, selection in FireGeometry is not necessary

 

There are several hitpoint class names, which are supported by the engine and are used in the plane upgrades. Some of them have specific naming for the gameplay features.

  • HitHull
  • HitEngine
  • HitEngine2
  • HitFuel
  • HitFuel2
  • HitAvionics
  • HitLAileron
  • HitRAileron
  • HitLCRudder
  • HitRRudder
  • HitLCElevator
  • HitRElevator

With HitAvionics, you'll need to make the animation for turning off the screen.

With any flight controls, you'll need to change some of the animation sources to the damage version. New engine sources for these purpose are following:

  • aileronLeftDamaged
  • aileronRightDamaged
  • aileronTLeftDamaged
  • aileronBLeftDamaged
  • aileronTRightDamaged
  • aileronBRightDamaged
  • rudderLeftCenterDamaged
  • rudderRightDamaged
  • elevatorLeftCenterDamaged
  • elevatorRightDamaged

Note: AileronT and AileronB sources were used only for Wipeout for the air brakes, as they are on the ailerons

 

Once I'll have the documentation ready, I'll post the link here, but having my hands full right now, I'm sorry once again :)

 

9 people like this

Share this post


Link to post
Share on other sites
4 hours ago, Asheara said:

Note: AileronT and AileronB sources were used only for Wipeout for the air brakes, as they are on the ailerons

 

 

Praise! I haven't been able to figure anything out since they were first introduced, this little guide just reduced that to like 10-20mins haha! Thankyou!

 

Quick questions..

 

1) Can the AileronT and AileronB be used apart from the Wipeout, as currently the F35 I'm working on uses the Ailerons, Flaps and Rudders at the same time as speed breaks, so I'm not too sure what to use or even do there. 

 

2) Is there like a HitGear hitpoint classname or anything? Not sure how we go about doing it for the gear. 

 

Cheers! 

 

1 person likes this

Share this post


Link to post
Share on other sites

I see no problem in these sources to be used elsewhere, depends on the model, therefore it's difficult for me to give pointers, however - it was used only on Wipeout because it was the only one having airbrakes like that.

 

Originally, for the ailerons and subsequently the airbrakes were used following engine sources:

  • aileron
  • aileronT
  • aileronB

Those have now also damage variants as written above, because it looked quite strange when you have damaged aileron, but the airbrakes part kept moving as if nothing had happened :D

I am not certain whether this reply was helpful, but... the sources exist, they are defined in the engine, and I see no reason why they couldn't be used elsewhere, it wasn't just exactly needed before :) Both sources written in this or previous posts are available for use, depending which one would be more suitable for you.

 

For the gear - no, there is no HitGear hitpoint at all. What is seen in the game as separate hitpoint category and possibility of damaging them is fully handled by the engine. I would compare it a bit to the lights - they are also not in the Hitpoints subclass.
I'm not certain how you have it configured, and whether it works, depending whether you have the physX wheels implemented on your plane.

4 people like this

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now