Yeah, I know how Il-2's damage is applied incrementally.. which I've been saying all along.
I mean, yeah, it's neat. I like the effects, it's something new and interesting.
But, my point is that neither of these damage models are anything beyond "simple". One adds in what it figures to be the correct amount of drag and loss of lift when parts are damaged while the other has it 100% or nothing.
But this is still nothing ground breaking that Il-2 is doing. Red Baron 2/3D had this type of damage model, although the parts damaged would crumple the 3D model rather than applied a damage decal (although with recent modifications this has been added), but it still figured in a fudged drag and loss of lift and/or flight control.
It was still numbers then, and it's still numbers now.
A complex damage model would be something along the lines of a round doesn't stop doing damage (ie: can pass through the tail fin and still have enough energy to continue through it and hit the rear gunner in the chest) until it's run out of energy. Or say, the ability to damage a control cable rather than blowing off an entire aileron..
See, this is what I mean by simple. Parts were rarely blown off in their entirety... especially ailerons and elevators. The control cables were more likely to get shot out and send the plane down out of control or the pilot bail out long before his plane could get that damaged... either way, all damage models will be "simple" until computing power is very well advanced (maybe 20 years- or 10- who knows).
That's all my point is, all games are using numbers they believe to be more representative of what each type of round would do when it hit a structure. Not whether or not it would travel through the skin on the fuselage, fly through the gas tank and take out the left elevator control cable.
So they're all simple, stripped down versions of the real thing.
-SW