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Post by omnipotentvoid on Feb 13, 2017 10:18:34 GMT
Deformation would be a pretty cool mechanic.
How hard would it be to implement and how fast would our CPUs melt from it?
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Post by The Astronomer on Feb 13, 2017 12:02:49 GMT
We'll probably need quantum computers to run it. Wait for 10-20 years and check the computers again. Terabyte-scale storage might even sucks in those days.
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Post by dragonkid11 on Feb 13, 2017 13:03:08 GMT
Proper deformation isn't really a thing that can be run by low end computer while still looks good unfortunately.
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Post by omnipotentvoid on Feb 13, 2017 13:30:17 GMT
That makes me kind of sad. I kind of wanted to make a duel nuke launcher to crush a ship between the blast from pressure created from surface ablation. Oh well.
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Post by bdcarrillo on Feb 13, 2017 15:26:01 GMT
That would be a good way to properly model the damage from a 2.5 ton coilgun projectile...
It would have to be drastically simplified to figure failures on structural truss members beneath the layers of armor.
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Post by David367th on Feb 13, 2017 16:01:29 GMT
So what would it take to have the damage model from something like beamng drive?
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Post by omnipotentvoid on Feb 13, 2017 16:31:22 GMT
So what would it take to have the damage model from something like beamng drive? Deformation such as in beamNG drive wouldn't work well for this game. Deformation occurs on so many different energy levels/ velocities and with so many different parameters for material properties in the game that the system would be utterly inadequate. You could derive a new system from beamNG drive, but you'd probably have to build a new game engine to do that properly and relatively bug free.
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Post by alexey on Feb 13, 2017 16:52:35 GMT
Let me guess.... you want to make cool crash-test videos?
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Post by David367th on Feb 13, 2017 17:00:37 GMT
Let me guess.... you want to make cool crash-test videos? I have crashed multi kilo tonne ships into one another. The resulting collisions are rather boring.
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Post by omnipotentvoid on Feb 13, 2017 17:24:05 GMT
Ship collisions look like bouncy balls hitting each other. It looks so weird that I suspect that the ai avoiding collisions is as much qswitched avoiding people seeing collisions as it is realistic. All that was missing to completely ruin it is a "boing" sound effect every time two ships collide.
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Post by David367th on Feb 13, 2017 17:27:11 GMT
ai avoiding collisions also probably has to do with the idea of keeping your mulit-million credit warships from destroying each other in a split second. Also when drones hit a ship they leave the same impact 'crater' as normal projectiles. I don' really think a tube filled with methane or fluorine really has that much of an effect.
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Post by omnipotentvoid on Feb 13, 2017 17:32:15 GMT
True, but to laser frigates crashing together at 100m/s is not something I expected to be almost perfectly elastic.
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Post by David367th on Feb 13, 2017 17:34:07 GMT
The teleporting probably comes from the two models clipping. It's kind of common.
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Post by omnipotentvoid on Feb 13, 2017 17:50:10 GMT
They didn't teleport, they just bounced of each other in an almost perfectly elastic collision (about 5m/s of relative velocity lost if I remember that incident correctly). Their armor was damaged and most of their tanks ruptured, but each ship was still hundreds of tons and with only a few centimeters of armor, they should have crumpled on impact not bounced of each other.
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Post by bdcarrillo on Feb 13, 2017 17:56:00 GMT
They didn't teleport, they just bounced of each other in an almost perfectly elastic collision (about 5m/s of relative velocity lost if I remember that incident correctly). Their armor was damaged and most of their tanks ruptured, but each ship was still hundreds of tons and with only a few centimeters of armor, they should have crumpled on impact not bounced of each other. So damage seemed to be calculated as a localized kinetic event... To even begin to accurately model deformation, a lot more detail/design/control would have to go into the structure itself of the ship.
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