Possible for static aircraft to have damage model of flyable
#1

I have to be honest and say, I don't know if the destruction mod does this, but currently when you destroy a ground aircraft, it has one frame of animation from intact to blackened ruin.

That single animation is pants!

Would it be possible to have the static aircraft actually break apart and suffer damage like the flyable planes?

I suppose the only other way around it is to have a lot of AI planes spawn, but not start up or fly?

Have to ask.

Cheers again, MP.
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#2

viewtopic.php?t=9041

there are too many sections to search here ....lol
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#3

...that would suck up your CPU in no time IMHO .... all those extra calculations will affect FPS drastically IMHO

having modded effects and damage " panzer" strength is enough for immersion .... again IMHO

regards
Z
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#4

fly_zo Wrote:...that would suck up your CPU in no time IMHO .... all those extra calculations will affect FPS drastically IMHO

having modded effects and damage " panzer" strength is enough for immersion .... again IMHO

regards
Z
Yes it really suck your CPU and i think it would need kinda powerful PC. Airfield full of planes slows my computer (Turion 64x2 Tl-58 @ 1,9GhZ, 3Gb RAM, nVidia GeForce 8600m gs 512mb) down so not gonna work in good graphs, IMHO :wink: .
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#5

there is a static aircraft mod v1.3 here somewhere that adds the new aircraft spit moss etc as static aircraft( i assume they have full damage modelling ) so there must be a version that adds the origianl game aircraft as static aircraft .maybe i am wrong on this , anyone care to enlighten us on this
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#6

specter Wrote:there is a static aircraft mod v1.3 here somewhere that adds the new aircraft spit moss etc as static aircraft( i assume they have full damage modelling ) so there must be a version that adds the origianl game aircraft as static aircraft .maybe i am wrong on this , anyone care to enlighten us on this

You assumption is wrong my friend.

The only way to do this presently is to add AI aircraft on the ground and change their fuel to 0% via the .mis file. This has been discussed several times on the forums, take a look around, I'm sure you'll find out how to do this.

It would absolutely rape your system to have full damage model planes sitting on the tarmac/grass, so don't worry about it. Accept the limitations of the game as it is (unless modable) and hope that SOW will give us at least some of the things which are so badly needed in IL-2 :roll:
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#7

Nice idea, but I agree that it would bring many home computers to their knees and make the sim nearly unplayable.
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#8

Something I've wished for related to this thread:

Damaged/destroyed aircraft as objects. Up to now, when me and my merry band of marauders have landed at a newly captured Jap base, the only way to get those piles of scrap Japs looking fire-blackened and destroyed by the SeaBees before we land, is to either have a flight of AI B-29s bomb the snot out of a pile of Stationary Aircraft, or have ground artillery do the job. It works, but man it takes a while to get the waypoints just right so not too much else on the base is destroyed, or the artillery is still firing at the pile of rubble when you get there.

Does anybody else do this? Is there a better way?

Great days all.
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#9

Plantoid - Couldn't you set an aircraft's first waypoint at almost ground level, right next to the static aircraft you want to destroy. By the time your flight arrives over the area the fire from the crash should have gone.
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#10

I have a question sort of regarding this: would it be possible to change the default "blackening" effect on destroyed a/c? I think it would be enough for them to just tip over and look all shot up, since IRL planes weren't black when they were destroyed unless they had burned for a while...
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#11

If youre using co-op missions frequently you can add an AI plane on the ground and set it to 0% fuel. The AI will bail straight out as soon as the map starts leaving an empty aircraft behind with full damage modelling.
This of course does not work in dogfight as you cant have AI (yet :twisted: )
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#12

canonuk:
I just tried that suggestion and the smoke column stays there looking like a black version of Marge Simpson's hairdo.

Brophmeister:
I don't know if you can do what you suggested, but I can't. Seconds after the pilot bails from the AI aircraft the plane vanishes. I put this feature to good use on co-op maps with a bunch of different A/C lined up on the runway. This way I can choose a plane, wait for the others to vanish and take off like normal.
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#13

In FMB, place your AI aircraft initially (default) at end of a runway (ready to take off). Drag the t/O point to your desired location on a tarmac, near a hanger, etc. Place a second AI aircraft similarly, having the two aircraft face each other (they can be at a considerable distance). They will both start engines, but will not take off as long as there is the other acft in front of it, within say a cone of 20 degrees or so from the nose/centerline.

Each will sit with engine running...and when strafed, will show Damage just as would airborne AI aircraft. Eventually, if one is destroyed, the other will attempt to take off, usually colliding with the wreckage of the first and exploding.

There are creative ways to lay out your parked acft, so long as each has an AI acft in front of it. Think of a triangle, for example, with an AI acft at each point pointed at the next point: A points at B, B points at C, C points at A. Nobody moves. All engines run. All show damage.

Set the fuel to a low percentage, and as noted above the pilot will
'bail' at fuel exhaustion. If you are making a movie, and your timing is good, you can strafe the running pilot(s) and cause realistic Damge on the open (no canopy) cockpit aircraft behind him, etc etc...

This is not a MOD, obviously...just a Mission Building technique. That's the best I can offer. Maybe everyone here already knew that...if so, sorry for taking up space with this post.
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