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  #1  
Old 08-27-2013, 07:41 PM
K_Freddie K_Freddie is offline
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Default Idea for Team D - 10cm (or smaller) hit boxes

Years ago, I had this idea to make the IL2 Damage Mechanisms finer, and possibly faster wrt cpu timing. I sent (tried) this to Oleg at that time but not sure whether he got the PM, as he never replied.

Would Team-D be interested in this method ?

It would be possible to get the Damage Model down to 1cm, depending on cpu power, which might be feasible today as CPU power has rocketed.

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  #2  
Old 08-28-2013, 09:29 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by K_Freddie View Post
Years ago, I had this idea to make the IL2 Damage Mechanisms finer, and possibly faster wrt cpu timing. I sent (tried) this to Oleg at that time but not sure whether he got the PM, as he never replied.

Would Team-D be interested in this method ?

It would be possible to get the Damage Model down to 1cm, depending on cpu power, which might be feasible today as CPU power has rocketed.
I can't speak for TD, but 10 cm hit boxes would possibly be useful for modeling damage to things like control surface hinges, cables, engine parts (e.g., magnetos), fuel lines, and so forth. It would also allow various systems to be modeled much more accurately, reducing complaints about damage models being screwed up.

That said, TD seems to have a policy that requires any additions to the game to be frame-rate friendly so that they will work on older computers. OTOH, anything I can't see why they would reject any simple innovation which lowers CPU load.
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Old 08-29-2013, 05:43 AM
SaQSoN SaQSoN is offline
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As it has been already stated, DT is not interested because:

1. There are no hit boxes in the IL-2 game engine
2. There are collision objects, which fairly well fit the external shape of an aircraft and also the shapes of it's vital internal elements.
3. The size of this collision objects can be made as small, as 0.001x0.001x0.001 m, which, however, would be totally useless.
4. The hits are registered by the collision model exactly, where a projectile trajectory intersects with a collision object.

Last edited by SaQSoN; 08-29-2013 at 05:48 AM.
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  #4  
Old 08-29-2013, 05:46 AM
K_Freddie K_Freddie is offline
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what I had worked out, and it's efficiency is all dependent on how the IL2 damage modelling is currently done, is by replacing the current DM with this method. This alone would keep down any frame-rate damage.

Also the damaged portions can be more accurately represent.. IOW.. where the shell hits, is where you see the damage in the visuals.

What would TD consider to be the minimum acceptable frame-rate. I'd think 30 would be OK.
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Old 08-29-2013, 05:50 AM
K_Freddie K_Freddie is offline
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Quote:
Originally Posted by SaQSoN View Post
2. There are collision objects, which fairly well fit the external shape of an aircraft and also the shapes of it's vital internal elements.
Apples and apples.. same idea

Quote:
Originally Posted by SaQSoN View Post
As it has been already stated, DT is not interested because:
4. The hits are registered by the collision model exactly, where a projectile trajectory intersects with a collision object.
This is exactly how my method works, but differently to the well published 3D Collision modelling methods. This was done to speed up collision detection, and well as make it more accurate.

IL2 AFAIK still uses a damage mask image to present damage, which at the last time I inquired.. only approximated damage areas.

Maybe TD have changed this.
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Last edited by K_Freddie; 08-29-2013 at 05:53 AM.
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  #6  
Old 08-29-2013, 01:58 PM
KG26_Alpha KG26_Alpha is offline
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As already stated IL2 doesn't use hit boxes for DM

AFAIK

Projectile calculated DM is translated to DM lod's,
this can be an area for more work on DM shown rather than bullet hole for each individual hits,
some lod's are ancient in this respect as well as strange,
ie P38 flying with no tail section B25, Bf110 also the same.





.

Last edited by KG26_Alpha; 08-29-2013 at 02:02 PM.
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