Author Topic: Damage modeling  (Read 5276 times)

Offline Wildcatdad

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Re: Damage modeling
« Reply #90 on: March 15, 2014, 03:15:52 PM »
Arlo, I am all for the updated models and new things for me to pilot and drive, but I also have to agree with Wiley on the point that randomness isn't an upside to this game. One-hit pilot kills happening just because of their angle of attack, or spraying all over an airframe, not hitting that sweet spot, and the plane gets away, is not what I want. Granted, the game is amazing as-is, but it's these sorta things that I can't stand. :salute
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing.

Offline Saxman

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Re: Damage modeling
« Reply #91 on: March 15, 2014, 03:55:08 PM »
Quote
Arlo, I am all for the updated models and new things for me to pilot and drive, but I also have to agree with Wiley on the point that randomness isn't an upside to this game.

No one is even talking about "random" damage effects. No one here has been saying "Ok, now roll 1d20 for damage effects." Where do people get the idea that we're wanting random effects?

Everything that can get damaged inside the airplane, whether it's fuel, oil or control lines, the oil coolers, port-a-potty, fuzzy dice hanging from the mirror, WHATEVER, would have a specific collision detection box associated with it. If the box is hit, that component is hit, just like any other system damage on the aircraft. It would be no more random than guys whose gunner already relies on spraying a bunch of bullets and hope a couple pings find something sensitive. All that WOULD be changing is that there would be a few more sensitive bits than there are now.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline Wildcatdad

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Re: Damage modeling
« Reply #92 on: March 15, 2014, 03:57:13 PM »
No one is even talking about "random" damage effects. No one here has been saying "Ok, now roll 1d20 for damage effects." Where do people get the idea that we're wanting random effects?

Everything that can get damaged inside the airplane, whether it's fuel, oil or control lines, the oil coolers, port-a-potty, fuzzy dice hanging from the mirror, WHATEVER, would have a specific collision detection box associated with it. If the box is hit, that component is hit, just like any other system damage on the aircraft. It would be no more random that guys who spray a bunch of bullets and hope a couple pings find something sensitive. All that WOULD be changing is that there would be a few more sensitive bits than there are now.
That's what I meant, sorry. I like the whole collision box for almost everything inside and outside of a plane idea. I guess that's what I was going for.
 :salute
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing.

Offline BnZs

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Re: Damage modeling
« Reply #93 on: March 15, 2014, 04:39:19 PM »
I will answer this one post from you. You have proving many times on this board that you either do not read the other post in the thread, or just plain don't understand what was written. So for the benefit of the doubt I'll answer you this one time in this thread.

I read and understand what is written. And then I explain fairly clearly why what is written is wrong  :devil But I suppose this passive-aggressive pansyism is the sort of response that can be expected from someone who carps endlessly at other players on 200 when the fights don't go his way.  :D

 
"Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals."

Online The Fugitive

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Re: Damage modeling
« Reply #94 on: March 15, 2014, 09:30:17 PM »
I read and understand what is written. And then I explain fairly clearly why what is written is wrong  :devil But I suppose this passive-aggressive pansyism is the sort of response that can be expected from someone who carps endlessly at other players on 200 when the fights don't go his way.  :D

 


LOL!!! what a loser. As I said I shouldn't have bothered answering you, you have proven my point. Congratulations.

Offline BnZs

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Re: Damage modeling
« Reply #95 on: March 15, 2014, 11:22:22 PM »

LOL!!! what a loser. As I said I shouldn't have bothered answering you, you have proven my point. Congratulations.

You opened the ball on the ad hominem front, I merely responded in the best possible way to such garbage, by accurately describing its source. Although I don't bombard 200 with constant whining like you do, I do watch it sometimes, and from your running commentary it seems that everyone is always playing the game unfairly with poor little Fugi.  :devil  Alas, if no ever told you it is unbecoming and unmanly to resort to personal attacks just because you lose at a game or a discussion, it is probably too late for you to learn now.
"Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals."

Offline Oldman731

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Re: Damage modeling
« Reply #96 on: March 15, 2014, 11:40:35 PM »
Why don't you two just shake hands and play nice now.

Yes, that's better.

- oldman

Offline BnZs

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Re: Damage modeling
« Reply #97 on: March 15, 2014, 11:48:32 PM »
Why don't you two just shake hands and play nice now.

Yes, that's better.

- oldman
*Shrug* I myself would have preferred to keep the discussion confined to ideas about the damage model, but after finding myself waylaid by ad hominem love muffinery from this king of BBS+Channel 200 rant-whines against other players, I can hardly be criticized for responding in kind.
"Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals."

Offline Arlo

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Re: Damage modeling
« Reply #98 on: March 16, 2014, 12:09:55 AM »
Everything that can get damaged inside the airplane, whether it's fuel, oil or control lines, the oil coolers, port-a-potty, fuzzy dice hanging from the mirror, WHATEVER, would have a specific collision detection box associated with it.

And what I'm saying is that if a spinner = radiator then all damage is currently calculated on surface hits. That means no true modeling of internal components. That means either something entirely new to code or dividing up the surface more (or randomizing hit locations with more pieces of pie to represent more components to hit or multiple types of reaction in a specific area).

I might imagine how wonderful it would be if each individual projectile of mine or the other guy acted just like real life and every rivet and bolt of my ride did the same upon impact or explosion but I always think first the value versus the work (I'm just built that way, ptp). I'm not that much into micro-detail. Then again, I was of the same mind regarding environmental graphics.

Offline Wildcatdad

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Re: Damage modeling
« Reply #99 on: March 16, 2014, 08:17:59 AM »
And what I'm saying is that if a spinner = radiator then all damage is currently calculated on surface hits. That means no true modeling of internal components. That means either something entirely new to code or dividing up the surface more (or randomizing hit locations with more pieces of pie to represent more components to hit or multiple types of reaction in a specific area).

I might imagine how wonderful it would be if each individual projectile of mine or the other guy acted just like real life and every rivet and bolt of my ride did the same upon impact or explosion but I always think first the value versus the work (I'm just built that way, ptp). I'm not that much into micro-detail. Then again, I was of the same mind regarding environmental graphics.
Ok, thank you for not going at other people, and instead put your thoughts down in a way that didn't condescend or  intentionally hurting someone. Now I understand your thoughts, and, while they are different thenn mine, I respect them. :salute
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing.

Online The Fugitive

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Re: Damage modeling
« Reply #100 on: March 16, 2014, 11:46:49 AM »
See Rule #4
« Last Edit: April 09, 2014, 03:07:25 PM by Skuzzy »

Offline nrshida

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"If man were meant to fly, he'd have been given an MS Sidewinder"

Offline Tinkles

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Re: Damage modeling
« Reply #102 on: March 16, 2014, 12:08:21 PM »
If we have something to show we will & do post shots, if we have nothing new to show we don't.
HiTech
Adapt , Improvise, Overcome. ~ HiTech
Be a man and shoot me in the back ~ Morfiend

Offline Wiley

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Re: Damage modeling
« Reply #103 on: March 16, 2014, 12:26:02 PM »
Absolute perfect description of what happens here on a daily basis.

No it doesn't. :bolt:

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline nrshida

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Re: Damage modeling
« Reply #104 on: March 16, 2014, 12:54:48 PM »
Absolute perfect description of what happens here on a daily basis.

"If man were meant to fly, he'd have been given an MS Sidewinder"