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How
come the Allied bombs don't affect the Panzers even with a
near miss within 20 meters? What type of British Bombs are
used?
-Fenir
We use the 500lb. MC bomb
in most applications for the British. MC bombs were an upgrade
from the GP variants and contained about a 50% charge to weight
ratio (CWR). These bombs were designed primarily as anti-industrial
bombs. The answer to the first question is a lot more interesting.
First I would start by asking what your perceptions are and
what they are based on? I'll note that we think that bombs
in general should be more effective but it's tough to quantify
and get right in a simulation. In an arcade game we would
just say "anything in 100m gets killed, 200m gets wounded".
That would be very easy to do and if we had our expectations
set right in the beginning might even give some realistic
results. Naturally, our simulation is much more complicated
than that.
There are two parts to bomb
damage. Shrapnel and concussion damage. Shrapnel is generated
and then culled so that we only have to calculate the pieces
that are going to hit something. Those pieces are then treated
like individual bullets and try and penetrate. More often
than not they don't have the kinetic energy to penetrate tens
of mm of armor (see below). Concussive energy on the other
hand can do damage to components, especially soft meat bag
components, but it is very tricky to get right. We use a concussive
resistance factor based on the mass of the vehicle to mitigate
this damage from the explosion itself on a vehicle and its
crew. Having already said this stuff could probably use some
tweaking, let's look at how much a small tweak in one area
might affect a very complex system. Here's a weapons log for
a 500lb bomb dropped 20 meters to the right of a PzIIIf:
weapons
log
That
goes on for 74 more pieces of shrapnel. .then concussion kicks
in:
concussion
log
That goes on for all the buildings
in the area, some take damage, then we move back to the vehicle:
vehicle
log
That
goes on for around 100 vehicle components ending with:
component
log
Great question then isn't
it. The answer is two fold then. First, its not a particularly
powerful weapon and destroying tanks is not what it is designed
for and two our simulation, while very detailed and very accurate,
does not always model all the variables that in real life
might make that vehicle be damaged or the shock wave that
might flip the tank.
Are
there any plans to fix the bug that when infantry spawn into
a destroyed depot for the first time, if they do not get out
within about 90 seconds or so they die. This was an issue
several patches back that I had read in the forums was going
to be fixed, but hasn't yet
-Jizzz
Yes. This is fixed internally
and should go live with 1.25.
I
thought something was going to be done with the tree's so
that infantry could crawl right up close to them instead of
the tree pushing infantry out about 5 feet from it
-Playtime
We'll
have to redo the infantry collider before we can adjust that
for performance reasons but generally it is not as poor as
the first person view leads you to believe. The perspective
and first person overlay often make things appear farther
away in first person than they appear in third person. Regardless,
we want to break away from the standard collider that is used
in the foliage system and switch to an object based collider,
that will unfortunately cost some performance that we think
is better not spent at present.
Since
we have all these wonderful train tracks and train stations
I was wondering when will you be adding trains? Have you considered
approaching a train sim company and renting out your space
in your cyberworld?
-Juris
We have. I've contacted a
couple in the past and there may be something there in the
future. At present there is just too much work to be done
to focus no a new game aspect, like trains, when other game
aspects, like the Navy, need so much attention.
I've
been playing this game since before Day 1. When the $#@$!
will we get the promised parachuting Freddy avatar we've all
been waiting for. It is absolutely crucial to realistic Friday
the 13th gameplay.
-Tater
Dude,
the barracks would have a nervous breakdown if we did that...*considers
the sheer amount of forum whine and concludes*... Zombies
in 1.29!

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