Air-to-air missile damage is greatly exaggerated, they should reduce it further to create a more realistic explosion and the target plane should not disintegrate completely. It is better to see the victim trying to fall into a fireball as in these photos with only the parts where the destroyed missile hit and the others affected giving it a more realistic feeling.
@RicardoAs1515 i just pointed it out just in case
@Orcy i know, this post is old
Just put. "Damage" and any number to change the damage in the overload mod
Just put. "Damage" and any number to change the damage in the overload mod
i agree.but it is not easy to make these.
this can already be manipulated by the partCollisionResponse tag to a certain degree... it just takes time to incorporate it to every part in a design...
@RicardoAs1515 crumple and other visible kinds of damage would require way too much computing power, especially in a sandbox game where a part would have to react not only to the outside damage but also to other parts.
@EternalDarkness but making a plane explode into hundreds of pieces in just seconds makes no sense
An SAM or AAM will usually detonate close to the target without making a contact, and will shower the target with multiple rings of shrapnel, cutting through the engines, hydraulics, fuel tanks, and structural elements. Target will often go up in flames, lose control, and disintegrate from G forces.
@WrecklessRacer02 so I put it but it would also be good to reduce the damage of the missile
I may be wrong but if you adjust the proximity detonation it may decrease dmg a small tiny bit as it might not be in contact with the plane but more of blast dmg by typing in;
[ProximityDetonationRange(Min/Max)]
(Value)
In XML under the missile tab
@RailfanEthan I'm pretty sure its called a warhead, but yeah let's adjust the "explosive stuff"
@adeleteduser Archange intensifies
Agreed.
Yes we need this
<<A miss as expected. but a lucky shot would be boring.>>
@RicardoAs1515 I think that would require first giving the missiles their own targeting, instead of basing all targeting on the cockpit. But it would be a cool idea!
I had a plane but I forgot the name and builder but it survived 2 hits from missiles
idea: ability to change how much explosive stuff is in the missile, so we can make a missile with 0 explosive stuff just to pen stuff
@MintLynx they should add input to the missiles if they would be ATOl, radar guide, etc. etc.
Yes, local missile damage would also look cooler overall
I agree, and the pull on the missiles needs to be slightly reduced so it is possible to evade them
I've thought this for the longest time! It seems like explosive weapons in general just seem to automatically detatch and/or explode parts on impact regardless of health or even partcollisionresponse thus allowing air to air missiles to one shot player made destroyers. So yea explosive damage should be made numerical as opposed to the auto-detach effect they have now.
I’m down. I want to survive a Sam once in a while. I would also like to see my enemy survive as well.
Agreed