Damagevalue changes for all the weapon types for use with Realistic Battle Mod (RBM). I didn't like how in vanilla armor didn't matter, and in RBM you (Or AI) were a walking tank. I loved everything else about their mod. Even the concept of armor mattering more.I just feel base RBM damage values were not fun but instead tedious personally.
The only thing I did and will continue to do with this mod is tweak damage values. Philozoraptor and anyone who may work with them has done an amazing job with the RBM mod. Truly the best combat overhaul IMO. Give them some love with endorsing their mod. It's free after all.
Original Mod
Realistic Damage is based on as you might have guessed 'Realistic Damage'. The mod multiplies damage based on what sort of Creature the enemy is. This means that some creatures might be killed more easier then others while other creatures can be very difficult to kill. Also this is my first mod ever
If you notice Beam NG and Burnout do not have real world licensed cars hence they can do relistic damage. The reason we do not have realistic damage in Forza is because car manufacturers do not want that. One reason being is it would not be a good advertisement for a car company to see their cars totaled, another reason is ESRB rating could possibly go up depending on how realistic the crashes would be depicted. Its all about licensing and getting to a wider audience (if anyone cares about ESRB).
The damage being related to the licence is not true.
SimBin racers, Synetic or Ferrari exclusive games and F1 games have damage models where everything can be scrapped off of a car. Another point is that earlier iteration of Forza simply have deeper damage models where bumpers could fall of, which is simply not true anymore in Horizon current gen.
The main reason for me is 1. Lazyness, 2. Lack of Xbox One performance to calculate the polygon deformation matrices 3. Limit PC features in order to stay in line with Xbox performance (see .2)
The damage being related to the damage is not true.
SimBin racers, Synetic or Ferrari exclusive games and F1 games have damage models where everything can be scrapped off of a car. Another point is that earlier iteration of Forza simply have deeper damage models where bumpers could fall of, which is simply not true anymore in Horizon current gen.
The main reason for me is 1. Lazyness, 2. Lack of Xbox One performance to calculate the polygon deformation matrices 3. Limit PC features in order to stay in line with Xbox performance (see .2)
-An Amazing Brand New Engine with Seasons, Xbox One X Enhanced Graphics, Houses, Etc with Only Scrapes and Engine Damage
Or
-A Very Old Engine Developed Sometime During the Transition from 360 to One Era that requires an Expansion Pack for Seasons, No Xbox One X Enhanced Graphics, Mini Horizon Festivals, Autoshow and Garage being Separate, Etc with Realistic Damage
I think they do care because I have seen it mentioned in several cases where manufacturers for both cars and planes put that restriction on licensing the product for use. If it was true or not I do not know. I can say I have dealt with the big three GM, Ford and Chrysler before and they are very picky.
In iRacing, introducing cars that get damage to them created many bugs in that sim. Thirty planes and the chance of creating many new bugs to this sim is just not worth the thrill of watching a plane crack up; to me.
Right now taxiing your Zlin slowly into a building causes death. Now I can imagine bumping a 747 into a building at 3kts will cause a lot of damage to the plane and building because of its weight. But a zlin at 3kts should still be able to fly I think? It may not be safe but oh well.
In any case, I wish we had overstressing, fire and rough landing effects. I would particularly love if the leveld of detail could be brought to the standard in IL-2 Battle of Stalingrad, where the landing gear breaks, implodes, the wings crack, etc if you land too hard, for example. Depending on speed and stress, ailerons and moving parts also will loosen up and break apart.
The lack of damage simulation really limits the sims use as a training tool. You might break off landing gear, you might rip off a flap, maybe you brush a tree on your way out - these things happen, and it would be nice if we could teach how to recover rather than getting kicked out of the sim.
I understand from a legality standpoint that damage models are a touchy subject with flight sims especially after 9/11. My suspicion is that governments have restricted the detail of flight sims because of the historical events that transpired that day. It is no small detail that the hijackers utilized a flight sim in their planning. So we must be extremely diligent and clear in what we are asking for here in an effort to appeal to the laws as well as satisfy the much needed emergency preparedness scenarios that could save a pilots life and their passengers if they had the opportunity to practice different scenarios outside of a real cockpit.
As for full destruction of the aircraft. This could be an offering for flight crash investigators and could actually help find missing aircraft. The sim is detailed enough that a specific edition of the sim could be made to assist in investigations IRL. Since this is tied in with weather data in real time once fuel consumption / weight is fully fleshed out I could see this having multiple uses inside and outside of the sim.
Its nice to have some damage model. But for me this can be reduced to smoke/fire effects. Even If its belly scraping over the runway or engine fires.
No need to display ripped of engines, wings or other parts.
Agree with you on everytihng, there doesnt seem to be a lot of attention to the risks involved with complex aircraft and flying. Though I wish they spent more time on the unrealistic forgiving flight model and flight dynamics.
In my opinion, the instant black screen with the high pitched little beep simulating you being knocked out is the most brutal way of ending any crash. Reminds me of how i imagine a real death would be.
I wonder who still remembers the damage effects from Fs2002. Somehow after watching a video it came back to me and I wonder if it was possible to include such effects into the Sim for the sake of reality eg that a can tyre burst or parts flying away when flying too rough?
The Black Square airplanes and the Milviz Pilatus PC6 Porter have perfekt damage simulation. When flying with the turbine at too high power the scratching and screeching noise when the turbine fails is epic!
While certain manufacturers may express concerns or preferences regarding how their aircraft are presented within flight simulators, information regarding restrictions explicitly prohibiting damage depiction in MSFS for specific aircraft models is not widely reported or publicly disclosed in any detail.
To me it seems simple in concept. Communicate via SimConnect, and simulate system failures by interacting with fuses, or shutting off valves. Either on command or by setting up random failures at random times. You could even trigger a failure based on changes in altitude if you wanted to simulate engine failure on takeoff or landing.
Hello All.
Have you ever wondered about when a truck crashes in game and thought how cool it would be if there was visible dents, scratches and damage to the truck well what i would like to know is if you think this would be such a cool feature or would be annoying and i would also like to know if you believe this would be possible in the future and how you think it would be implemented if so.
I personally believe this is something that would be very difficult to do in general but even more harder in multiplayer due to i believe the trucks would need some sort of server sync of the damage to see it and this could be very difficult however if there was a ets3 to be made maybe they would focus on that in early stages with a multiplayer. You could also say theres no need for a new ets as the ets2 community is so good.
Lets see what you come up with.
Kind Regards
SouthernLad
After dealing with those three problems, you then have the issue in that trolls would probably want to create even more crashes just to see how badly they could visually damage trucks. It would be a terrible idea.
Technically it should be possible. I still remember "Need for Speed: Porsche unleashed", where cars would take damage for any crashes, the damage would be vissible and the more damage, the less performance the cars had, up to the point that they could become unmanageable. Like, some crashes could damage the front left wheel, so the car would be "limping" on that side for the rest of the race/mission. But it's true what McclaudEagle says about needing permission from the truck makers, IIRC, SCS wanted to put some "classic" trucks in the game, but the manufacturers only agreed to have their latest models (at a given time) featured in the game.
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