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Is the Damage Detail going to look like this?


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Posted (edited)

Remember being very pleased with the level of detail in CoD...Just thinking out aloud, will it be similiar in BoS?

 

Untitled3.jpgSpitwingDMG2.jpgSpitwingDMG.jpg

Edited by Jamz
Posted

 

Han.

 

+ In AFM an aircraft is separated into numerous parts, and parameters are set individually for every piece; aerodynamic force is calculated separately for each of them, and the plane’s motion results from multiple indexes taken from these forces. It allows it to reproduce such delicate effects as irregular flap vortex on different portions of the airframe, asymmetrical airfoil flow while spinning, etc.. This allowed us to model quite precise reconstruction of how all parts of a real plane interact with air: waggle before stall, dynamic of a spin situation, spinning, reaction to sharp maneuvers, mush when recovering from a power dive, reaction to sharp moves with stick and levers – thanks to the much bigger depth of the FM we managed to make its behavior extremely close to the one in the real life. Also it helped us to get rid of additional physics model that was used to recreate plane beyond stall angle.

 

- SFM used 3 physics models: first for the flight itself, second for moving on solid horizontal surfaces, third for maneuvers beyond stall angle.  However some flight-sims didn’t even have the second model for moving on the ground.

 

+ AFM allowed having landing gears as an individual and properly working part of the plane. All forces were calculated including its own mass, shock absorbing, momentum of wheels and the absorbers, transitioning of loading from each gear to the plane, etc.. Firstly, it allowed us to remove the annoying switches from one physics model to another, secondly provided realistic taxiing, landing and take-off.

Also, modeling of devices and systems improved drastically: we began to create the planes from lots of separate parts with clamps and modules, like in LEGOs, which later allowed adding details and inner complexity of each system without significant technical difficulties caused by architecture limitations.  We got to work with lots of cause and effect relationships between faults: a break down in one system now is able to influence lots of other systems. The way this idea evolved can be tracked, for example, in Ka-50.

 

After LockOn: Flaming Cliffs released, Andrey decided to forge ahead, and he switched to another project – Rise of Flight. There he was able to further develop his ideas, but this time on a brand new level. AFM structure of ROF was particularly targeted at the damage model. In the earlier version of AFM only the plane itself had realistic damage system and all detaching parts were modeled as rail-guided. But ROF gives the same fair AFM even to those parts that were broken off of the damaged aircraft. This brought up the level realism of the aerial damage system to a whole new unprecedented level.

 

In addition to that a system of non-rigid links was added to the ROF damage model. As a result, damaged wings, airframe, fins were able to fracture and wobble  which allowed to model a realistic avalanche type of damage that accumulated and more and more influenced the entire structure: every fracture could turn into tearing and then breaking over time, and so on. And the visuals improved accordingly, so the way a wing was falling apart looked better than in any other flight sim.

 

ROF also featured a detailed model of the internal-combustion engine and the aircraft propeller, which turned into a great opportunity to let the player see and hear all the impressive aspects of that system: engine’s cough, cylinders missing a cycle, etc. Engine damage system details including those caused by oil leaks, water leaks and other sorts of damage like bullet holes were added. And we also included the difficulties of starting an engine in cold weather, overheating and overcooling; effects of combustion depending on the mixture quality and the overall condition of the power plant.

 

But what’s most important is the propeller airflow – for the first time ever in flight sim it has become not an index influencing the rudder, but a fully functional object in the atmosphere and every plane could interact with it properly (not just the plane producing this airflow).  And it removed all obstacles to realistic modeling of a propeller-driven aircraft on transitional states like stall and spin and other situations – because peculiarities of controlling a prop-driven plane (various wobbles, swings, pulls, etc.) are significantly defined by the prop airflow. And if we were able to find references for the engines, there was no way to find them for the propeller airflow effect, so this system is 100% our own development. 

 

 

 

http://www.youtube.com/watch?v=LvuAlIfWIPQ

 

 

I can expect the same from ROF to BOS

 

They only need time and money.

 

With time and money can all be done... But keep Mr. L. and Mr. O. far away  :biggrin:

 

Posted (edited)

I hope so too and expect so after reading this question and the answer by Loft:

"In regards to 3D modeling guidelines for BoS development, what will be the maximum poly count for optimized aircraft models used in the sim? How does this compare with titles like RoF and CloD?
 
More than RoF and more than CloD. Optimization does not mean a decrease. It means redistribution of load, as well as the need to even think about the little things."

 

 

And this is what he also stated:

"3D models will be more accurate than RoF or CloD (poly count wise)."

 

 

My conclusion is that when 3D models are more accurate then CloD then damage model must be at least as good as CloD.

Edited by Uufflakke
Posted

Remember me this another "damage".

 

 

Sokol1

Posted

A damaged Ju-87...

 

Keekaboo_zps66deec42.jpg

  • 1 month later...
Posted

Honestly, those "damage" images are simply wrong.

The look great and I dont mind it, but they are in no ways true.

 

Real damage, as the picutres show, are twisted and peeled metal, not snapped off like a stick in CloD and many other sims.

 

 

I am fine with it as it is, but it would stupendously awsome if Trip7 makes twisted metal damage, not just holes.

  • Upvote 1

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