jdoe33 Posted January 4, 2022 Posted January 4, 2022 (edited) Your recommended, default durability values vs a 2500kg bomb hitting at least 1 of the buildings directly (Yellowish smoke at 0s you can see the impact point. 0 damage done. This is not how it's supposed to be. Either buff bomb damage or adjust durability values so we can have a THRESHOLD so you can't kill buildings with MG/Canon but they will more easily die to bombs. The state it is now in is unacceptable. https://gyazo.com/163edbd94f95e30e36b2878b0c438e87 this is the impact point. Every building on this picture should be dead at least. Edited January 4, 2022 by jdoe33 11
jdoe33 Posted January 5, 2022 Author Posted January 5, 2022 Here is the damage report https://gyazo.com/3bcdc3c43b5931c50207ec998249f1d4
[DBS]Browning Posted January 5, 2022 Posted January 5, 2022 It would be nice to get rid of durability values altogether. They really muddy the waters. Against targets that don't use durability values, the bomb's effectiveness is entirely plausible. It's also worth bearing in mind that even 1000kg bombs can fail to demolish buildings they land near, as in the photo below. 1
jdoe33 Posted January 5, 2022 Author Posted January 5, 2022 2 hours ago, [DBS]Browning said: It would be nice to get rid of durability values altogether. They really muddy the waters. Against targets that don't use durability values, the bomb's effectiveness is entirely plausible. It's also worth bearing in mind that even 1000kg bombs can fail to demolish buildings they land near, as in the photo below. This isn't really a discussion about realism. This is a discussion to give mission makers the freedom of deciding how realistic they want things to be.
[DBS]Browning Posted January 5, 2022 Posted January 5, 2022 Why not just have a single, uneditable durability value that works as intended. 2
jdoe33 Posted January 5, 2022 Author Posted January 5, 2022 (edited) 30 minutes ago, [DBS]Browning said: Why not just have a single, uneditable durability value that works as intended. Because not every building is the same? A shockwave will have destructive effects on lighter targets and some buildings are more massive than others. AND not everyone wants the SUPER DUPER HYPER "realistic" bombs we have right now... Maybe somebody wants to have more arcade like bombable targets that are not destroyable by some tiny canon fire so level bombing is actually worth doing on some MP servers? Edited January 5, 2022 by jdoe33
354thFG_Rails Posted January 5, 2022 Posted January 5, 2022 I think mission makers can already set durability values for targets? I think the problem you might be frustrated with right now is the damage model. The durability values might be fine altogether. There’s been a lot of discussion around this problem and the devs have said they will look at it again when they can. They are entirely focused on completing Normandy. Best you can do is sit and wait I guess.
jdoe33 Posted January 5, 2022 Author Posted January 5, 2022 (edited) 5 minutes ago, QB.Rails said: I think mission makers can already set durability values for targets? I think the problem you might be frustrated with right now is the damage model. The durability values might be fine altogether. There’s been a lot of discussion around this problem and the devs have said they will look at it again when they can. They are entirely focused on completing Normandy. Best you can do is sit and wait I guess. The problem is lowering durability to make objects more vulnerable to bomb splash damage also makes them vulnerable to canon fire from planes. This thread is asking for an option (a checkbox for objects) to make them invulnerable to canon/MG fire. (Like it used to be pre Kuban). Why not add that threshold option back? Edited January 5, 2022 by jdoe33 1
ITAF_Airone1989 Posted January 5, 2022 Posted January 5, 2022 1 hour ago, [DBS]Browning said: Why not just have a single, uneditable durability value that works as intended. Absolutely this. No sense to have this weird values... The only consequence is that I forgot to set the proper value ?
[DBS]El_Marta Posted January 5, 2022 Posted January 5, 2022 (edited) Damage also depends on the fuze and trhe resulting height of function. Here is the way it was done in il2 FB 4.11:Bomb fuzes Bomb fuze feature is made in such a way that if the new "Bomb Fuzes" difficulty option is turned off, bombs behave like in 4.09 (zero arming time). When diff. option is on, the arming UI has extra fuze type selection box and available detonation delay values are limited to the values available for the selected fuze. Several historic fuzes are modelled and bombs now store a list of different fuzes that they can use. Complexity is hidden from the user by grouping the fuzes to few different groups so user doesn't need to learn several dozen of fuze names. Availability of fuzes even change by mission date. User only needs to select type of the fuze needed for the bombing task he is going to perform. Instant Required longer arming time/distance, but allows instant detonation (no long delays) or very very short delay of 0.1-0.5 seconds. Typical fuze for med/high-alt level bombing. Low level These fuzes are armed very quickly but the safety comes from delay. Usually doesn't allow delays below 4 seconds or so. Like the name says, these fuzes are suitable for low level attacks, but don't allow instant detonation for pilot's safety. Delay Generic fuzes that allow longer delays and have medium arming times. Something between types 1 & 2. Long delay Fuzes that allow very long delays like 90 seconds etc. When player selects a loadout which has bomb, the fuze type selection box is populated with the fuze types that are available for the selected bombs. Not all bombs have all different types available. When the fuze selection is made, the fuze detonation delay selection box is populated with the available values that the fuze supports. The actual fuze selection is made automatically when the mission starts or user spawns in dogfight mission. German electric fuzes are exception to this. These fuzes do not provide delay selection at all. Fuze has three different modes that can be changed during flight. This requires a new mapping at the controls menu. Available modes are "instant", "short delay" and "long delay". Detonation delay & arming time depend of the actual fuze type that is selected automatically. Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it automatically reverts to long delay mode which needs lower arming time. Generic fuze changes In all previous IL-2 version, the selected detonation delay time was not propagated over the network. So other players that were not the "owners" of the bomb would always see visual effect of bomb exploding instantly when it hit ground. Actual invisible explosion (with killing effect) could happen even ten seconds after. In 4.11 the delay and everything else related to the bomb is propagated over network, so clients should see the effects in sync with the actual explosion. 4.11 introduces some changes to the bomb's penetrating effect which is related to the detonation delay. Bomb with instant detonation (zero delay) doesn't penetrate into ground or into target that it might hit and therefore its explosion is little different than if it would dig into ground/house/ship. Bomb digging into ground before exploding has slightly reduced "daisy cutter" effect, so its power against ground units is slightly reduced. In general you want to attack ground troops with zero delay or drop the bomb in so shallow angle that it doesn't dig into ground. Against houses and ships the penetration is desired effect. Bomb explosion makes more damage to confined space when it explodes inside it. Small bomb dropped on roof of a house might do only superficial damage to the roof if it explodes immediately and house it not destroyed. If the same bomb would penetrate the roof and explode inside the house, destruction is much more probable. Edited January 5, 2022 by [DBS]El_Marta 1 1
[DBS]Browning Posted January 6, 2022 Posted January 6, 2022 8 hours ago, jdoe33 said: Because not every building is the same? I'm not suggesting every building should have the same value,just that each building should have only one value. If you want an arcade mode for bombs,that should be in the difficulty settings.
jdoe33 Posted January 9, 2022 Author Posted January 9, 2022 On 1/6/2022 at 1:47 AM, [DBS]Browning said: I'm not suggesting every building should have the same value,just that each building should have only one value. If you want an arcade mode for bombs,that should be in the difficulty settings. Sure, as long as I can't go and kill 20 CERTAIN buildings with the MG 151... Whatever floats their boat better. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now