Aces High Bulletin Board

General Forums => Wishlist => Topic started by: 100Coogn on April 07, 2014, 05:01:35 PM

Title: Damaged Engine Model
Post by: 100Coogn on April 07, 2014, 05:01:35 PM
When the engine is damaged to a point that the damaged engine sound wave begins to play, reduce the engine performance as well.
Maybe to around 75% or so.  Nothing too crazy.

Coogan

Edit:  that's a lot of 'engines' in the first sentence.    :lol
Title: Re: Damaged Engine Model
Post by: XxDaSTaRxx on April 07, 2014, 05:03:50 PM
Agreed  :aok
Title: Re: Damaged Engine Model
Post by: SmokinLoon on April 07, 2014, 06:29:44 PM
This is something I've always thought was holding back one of the "realism" factors of AH: the all or none damage system.

Why not have partial damage? Why cant engines just lose some compression but still function?  Why cant control surfaces be partially damaged?  What cant one of the bomb bay doors be damaged and unable to be opened? Why cant tanks have turrets damaged so the traverse rate is reduced or even immobilized?  Etc etc.

There are dozens and dozens of things in AH that could be adjusted for partial damage.  Control surfaces would be priority if HTC ever decided to model it.
Title: Re: Damaged Engine Model
Post by: Volron on April 07, 2014, 10:56:18 PM
This is something I've always thought was holding back one of the "realism" factors of AH: the all or none damage system.

Why not have partial damage? Why cant engines just lose some compression but still function?  Why cant control surfaces be partially damaged?  What cant one of the bomb bay doors be damaged and unable to be opened? Why cant tanks have turrets damaged so the traverse rate is reduced or even immobilized?  Etc etc.

There are dozens and dozens of things in AH that could be adjusted for partial damage.  Control surfaces would be priority if HTC ever decided to model it.

What probably bugs me the most are the flaps.  Example: If they are full out and you lose one, IT STILL THERE, despite the CLEAR fact that it was shot away. :bhead
Title: Re: Damaged Engine Model
Post by: Wiley on April 08, 2014, 11:05:35 AM
More better graduated damage yes good +1 happy funtime.

For all the reasons listed above.  A control surface/system with 99 bullet holes that works factory fresh, and then with the 100th falls off is ok, but it could be so much better.

Wiley.
Title: Re: Damaged Engine Model
Post by: Saxman on April 08, 2014, 12:41:47 PM
http://bbs.hitechcreations.com/smf/index.php/topic,359841.0.html

Here you go. 7 pages of arguing about how a more detailed damage model would destroy the fun of the game.

(For the record, I'm one who WANTS a more detailed DM).
Title: Re: Damaged Engine Model
Post by: Karnak on April 08, 2014, 07:16:22 PM
What probably bugs me the most are the flaps.  Example: If they are full out and you lose one, IT STILL THERE, despite the CLEAR fact that it was shot away. :bhead
Visually it is shot away.  In the actual flight model it is modeled as jammed in whatever state it was in when it was destroyed.
Title: Re: Damaged Engine Model
Post by: Volron on April 09, 2014, 08:31:52 PM
Visually it is shot away.  In the actual flight model it is modeled as jammed in whatever state it was in when it was destroyed.

I know.  That's what bugs me.
Title: Re: Damaged Engine Model
Post by: danny76 on April 09, 2014, 08:47:22 PM
When the engine is damaged to a point that the damaged engine sound wave begins to play, reduce the engine performance as well.
Maybe to around 75% or so.  Nothing too crazy.

Coogan

Edit:  that's a lot of 'engines' in the first sentence.    :lol

I ripped the sump off a Panda car and drove it back to the station pretty rapidly, it didn't have a marked loss of performance until I got it back and it siezed on the car park in front of the mechanic :uhoh
Title: Re: Damaged Engine Model
Post by: CASHEW on April 09, 2014, 08:57:20 PM
PLEASE +1 for this!! HItech!!!! double bill me and keep 15 for yourself if you put this on!!
Title: Re: Damaged Engine Model
Post by: save on April 21, 2014, 07:18:47 PM
hi fidelity damage model has to go hand in hand with realistic gunnery, I still kill moving fighter planes 800 yards out and I'm not alone, it was uncommon to kill more than 400 yards out.
Warbirds tried that but unfortunately they reverted it back to quake-birds, still you need more hits to kill enemies there than here at range.
Title: Re: Damaged Engine Model
Post by: SFRT - Frenchy on April 21, 2014, 08:45:09 PM
Ah! Never thought of it. :huh

 Good thinking. :aok
Title: Re: Damaged Engine Model
Post by: Karnak on April 21, 2014, 08:49:13 PM
hi fidelity damage model has to go hand in hand with realistic gunnery, I still kill moving fighter planes 800 yards out and I'm not alone, it was uncommon to kill more than 400 yards out.
Warbirds tried that but unfortunately they reverted it back to quake-birds, still you need more hits to kill enemies there than here at range.

Given the sizes of the rounds are modeled correctly, the muzzle velocities and round drag is modeled correctly, the aircraft sizes are modeled correctly, what exactly would you do to make gunnery more historical?
Title: Re: Damaged Engine Model
Post by: glzsqd on April 21, 2014, 09:10:02 PM
Isn't the biggest reason why we can hit things from 800 out is because of the icon??? fly icons of and you'd be surprised how close you actually get without the range computing.
Title: Re: Damaged Engine Model
Post by: Someguy63 on April 21, 2014, 09:21:43 PM
When the engine is damaged to a point that the damaged engine sound wave begins to play, reduce the engine performance as well.
Maybe to around 75% or so.  Nothing too crazy.

Coogan

Edit:  that's a lot of 'engines' in the first sentence.    :lol

+1  :aok

Title: Re: Damaged Engine Model
Post by: Saxman on April 21, 2014, 09:24:20 PM
Isn't the biggest reason why we can hit things from 800 out is because of the icon??? fly icons of and you'd be surprised how close you actually get without the range computing.

As has been said elsewhere, removing icons will actually make things LESS realistic. It's not the icons that make gunnery too easy at long ranges, unless it's a matter of the range indicator being too precise (thoughts: what would you all think about showing the aircraft ID and, if the rate of closure or opening is sufficiently high, giving a + or - to indicate this, but NOT showing the actual range?).

The real problem I think is the environment. There's not really any air out there; it's a vacuum. There's no turbulence, prop wash, slip streams, thermals, high and low-pressure areas, none of the myriad little factors that would impact flight and gunnery. I think it's been confirmed that ground effect does exist, and the last time I flew I think I saw wind layers being used in the Mains, but the wind is at a consistent airspeed and direction in each altitude band, with no gusting or direction changes, but otherwise the game is a static environment.
Title: Re: Damaged Engine Model
Post by: Tank-Ace on April 21, 2014, 10:21:22 PM
+1, provided it differentiates between damage that would reduce engine output, and stuff that wouldn't. You can still run at full power with a radiator or oil leak, you'll just do serious damage to the engine at some point.
Title: Re: Damaged Engine Model
Post by: Karnak on April 21, 2014, 10:42:17 PM
As has been said elsewhere, removing icons will actually make things LESS realistic. It's not the icons that make gunnery too easy at long ranges, unless it's a matter of the range indicator being too precise (thoughts: what would you all think about showing the aircraft ID and, if the rate of closure or opening is sufficiently high, giving a + or - to indicate this, but NOT showing the actual range?).

The real problem I think is the environment. There's not really any air out there; it's a vacuum. There's no turbulence, prop wash, slip streams, thermals, high and low-pressure areas, none of the myriad little factors that would impact flight and gunnery. I think it's been confirmed that ground effect does exist, and the last time I flew I think I saw wind layers being used in the Mains, but the wind is at a consistent airspeed and direction in each altitude band, with no gusting or direction changes, but otherwise the game is a static environment.
There is also no flexing of the aircraft, wing twist and so on and on.

Icons play almost no role beyond letting you know something is there.  The ranges haven't been precise for more than a decade.