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Posted

Is there a difference in the sim between SC bombs and Semi AP SD bombs? And how is dropping bombs into waters modelled? When you select 250kg bomb in ju87 for dive bombing, it has 8s delay. Won't the bomb sink quite deep in those 8 seconds that it wont really do much against ships? Now it does big boom and ships explode if you hit it quite close.

 

Is there more bomb types planned for 5.0? Like SD70. And for the bomb damage, will we get ships and maybe even buildings that will get destroyed over time? For example bomb caused fire or flooding, it did not kill the ship instantly but over time fire could spread and ship sink or building collapse.

  • Team Fusion
Posted

Yes, there are more bomb/torpedo types planned for TF 5.0.  Mostly in the area of the larger types required for ship destruction.

 

Yes, there is a difference between SC/SD bombs... and also between British GP/AP.

 

Destruction as a result of bombing can require more than one.... depends on the size of the bomb which hits.

 

Larger ships will require quite a number of hits... although we are also looking at critical hit areas.

 

Buildings have very simple Damage models.

Posted
44 minutes ago, Buzzsaw said:

Yes, there is a difference between SC/SD bombs... and also between British GP/AP.

What is the difference in clod? Visually I have not really notice anything different. Bomb explodes and destroy stuff. Do you have some more detailed info about them? Like AP does more damage to heavy ships or something?

 

47 minutes ago, Buzzsaw said:

Larger ships will require quite a number of hits... although we are also looking at critical hit areas.

So it's going to be more like Health points system? That specific ship will require specific kg of bombs to be destroyed (unless you hit something critical)? 

 

I was wondering if there would be more detailed damage when it comes to fires and flooding. So you could cause fire with one bomb and it would slowly burn (drain its HP) until it explodes and goes down after 5min or so. So ships won't always be an instant kill. And if bomb breaks hull, it would keep taking water and slowly sinking. Especially if its hit by torpedo. Overall it would be nice to see them sink in different ways than just explodes. 

56 minutes ago, Buzzsaw said:

Buildings have very simple Damage models.

Here I was curious about specific fortifications and bigger buildings in tobruk. It was something that I found a bit weird in vielkie luki map. There is some big building that you could bomb with 500kg bomb and it would completely collapse which looked quiet funny since it was really big construction and probably a tough one. Kind of like dropping bomb on grain elevator in Stalingrad and it would collapse.

 

I know it would be impossible to make detailed damage for every building but how about few specific ones. The big and important ones. So it could have 2-3 different destruction levels. 

  • Team Fusion
Posted

There are already difference 'armor' values for different areas of vehicles/ships.... (front/side/turret/etc.)  We hope to elaborate on that basic system with critical areas defined... if the weapon penetrates the armor and hits the critical area, then that implements critical damage effects.  Otherwise the vehicle/ship just gradually degrades from hits... and if a gun turret is hit... then it is out of operation.

 

This is not a ship/vehicle game though.... it is an aircraft simulation... so there are limits to what we intend to do with damage of objects other than aircraft.... too much work for our modeler/coders... plus too much of a load on the game engine to monitor all these different objects and their damage status.... has an effect on fps.

Posted
8 hours ago, Buzzsaw said:

if the weapon penetrates the armor and hits the critical area, then that implements critical damage effects.

So AP SD bombs simply have more chances of penetration than normal SC bombs? It's actually modeled in the game?

 

And if it's possible i am quite curious about dropping bombs in the water with such a long delay (8 seconds). It works in the game now, but logic tells me that bomb dropped at few hundreds km/h into the water and explode 8 seconds later (and 14 seconds! when it comes to 50kg bombs) would just sink so deep it would not do anything to the ship and there would not be big water explosion. Just curious how it was in real life if you have such a knowledge since i could not find anything about it.

 

I know that bomb explosion near ship, even up to 70m or something like this in case of 500kg bomb could do some heavy damage, but i assume it would have to explode 1s after it hit water, 8 seconds feels way too much.

  • Team Fusion
Posted
13 hours ago, InProgress said:

So AP SD bombs simply have more chances of penetration than normal SC bombs? It's actually modeled in the game?

 

And if it's possible i am quite curious about dropping bombs in the water with such a long delay (8 seconds). It works in the game now, but logic tells me that bomb dropped at few hundreds km/h into the water and explode 8 seconds later (and 14 seconds! when it comes to 50kg bombs) would just sink so deep it would not do anything to the ship and there would not be big water explosion. Just curious how it was in real life if you have such a knowledge since i could not find anything about it.

 

I know that bomb explosion near ship, even up to 70m or something like this in case of 500kg bomb could do some heavy damage, but i assume it would have to explode 1s after it hit water, 8 seconds feels way too much.

Yes, projectiles do have a penetrative value which depends on their type, (armor piercing, ball, high explosive, etc.) as well as velocity, (which initially depends on muzzle velocity but decreases the further the projectile is from the barrel)  Also obviously the mass of the round is considered when calculating kinetic energy, etc. etc.  Bombs included... although obviously bombs have a velocity dependent on their airspeed as calculated from initial velocity or terminal velocity when they reach that.

 

And objects do have different armor values depending on the type of material and the thickness... for example, the game lists hardened steel, steel, iron, aluminum, layered aluminum armor, concrete, wood, etc. etc.  For example, when creating pilot armor plates, the 3D artist has to create/draw the plate in exactly the same thickness as historical... because the game calculates the plate's strength based on the thickness of the 3D object.  The plate is then designated in the game as either hardened steel, steel or laminated aluminum armor depending on the type used historically in the aircraft.

 

In the case of bombs, (as well as all weapons which contain high explosives) the weight and type of the explosive contained in the weapon, (amatol, PETN, etc.) is included in the rounds description.

 

There is no question that the CoD engine has one of the more complex weapons/damage systems available in gaming.

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