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Missiles...

93.8k RicardoACE  4.7 years ago

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.

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    0 Orcy

    @RicardoAs1515 i just pointed it out just in case

    3.1 years ago
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    93.8k RicardoACE

    @Orcy i know, this post is old

    3.1 years ago
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    0 Orcy

    Just put. "Damage" and any number to change the damage in the overload mod

    3.1 years ago
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    0 Orcy

    Just put. "Damage" and any number to change the damage in the overload mod

    3.1 years ago
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    1,337 AVAPECO

    i agree.but it is not easy to make these.

    4.7 years ago
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    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...

    +1 4.7 years ago
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    @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.

    +1 4.7 years ago
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    93.8k RicardoACE

    @EternalDarkness but making a plane explode into hundreds of pieces in just seconds makes no sense

    4.7 years ago
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    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.

    +2 4.7 years ago
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    93.8k RicardoACE

    @WrecklessRacer02 so I put it but it would also be good to reduce the damage of the missile

    4.7 years ago
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    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

    +2 4.7 years ago
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    2,378 TheKraken3

    @RailfanEthan I'm pretty sure its called a warhead, but yeah let's adjust the "explosive stuff"

    4.7 years ago
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    @adeleteduser Archange intensifies

    4.7 years ago
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    9,275 UraniumOxide

    Agreed.

    4.7 years ago
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    13.1k CruzerBlade

    Yes we need this

    4.7 years ago
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    2,360 adeleteduser

    <<A miss as expected. but a lucky shot would be boring.>>

    +3 4.7 years ago
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    71.3k MintLynx

    @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!

    4.7 years ago
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    1,218 F1boss2018

    I had a plane but I forgot the name and builder but it survived 2 hits from missiles

    4.7 years ago
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    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

    +1 4.7 years ago
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    93.8k RicardoACE

    @MintLynx they should add input to the missiles if they would be ATOl, radar guide, etc. etc.

    +1 4.7 years ago
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    2,378 TheKraken3

    Yes, local missile damage would also look cooler overall

    +2 4.7 years ago
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    773 AZZ4RI

    I agree, and the pull on the missiles needs to be slightly reduced so it is possible to evade them

    +2 4.7 years ago
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    71.3k MintLynx

    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.

    +4 4.7 years ago
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    4,449 Shippy456

    I’m down. I want to survive a Sam once in a while. I would also like to see my enemy survive as well.

    +4 4.7 years ago
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    13.9k ChrisPy

    Agreed

    +2 4.7 years ago
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