I haven't really seen this nose down, tight spinning behavior very often before for a defeated aircraft, however it appears to be much more common since the latest patch that made a modification to the damage model. Note: in the video I hit the aircraft with many more rounds prior to it going into a spin. It's just edited to the last few moments of the combat.
Has anyone else seen this particular type of behavior more frequently since the DM change in one of the last few patches? I kinda want to say it seems more realistic but wiser minds than mine would know.
Music from the incredible WOFF score by Matt Milne.
I haven't really seen this nose down, tight spinning behavior very often before for a defeated aircraft, however it appears to be much more common since the latest patch that made a modification to the damage model. Note: in the video I hit the aircraft with many more rounds prior to it going into a spin. It's just edited to the last few moments of the combat.
Has anyone else seen this particular type of behavior more frequently since the DM change in one of the last few patches? I kinda want to say it seems more realistic but wiser minds than mine would know.
Music from the incredible WOFF score by Matt Milne.
That is not new to me Hellshade. I have seen it before. Maybe it will prove to be more common now but I can't attest to that because I haven't been flying WOFF since patch 7. RL has been in the way of that.
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Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
I personally hope that it is not defined as the only way to go. I like to see variation in the downing of aircraft. I particularly like they way some swoop and level out in the death spirals repeatedly until impact. I suspect that is what would happen if the pilot is in and out of consciousness of in hands off the stick. some craft would have a tendency to recover themselves automatically without pilot control.
You have to love the way the devs keep us guessing and provide such variation in the scheme of things.
(System_Specs)
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
I personally hope that it is not defined as the only way to go. I like to see variation in the downing of aircraft. I particularly like they way some swoop and level out in the death spirals repeatedly until impact. I suspect that is what would happen if the pilot is in and out of consciousness of in hands off the stick. some craft would have a tendency to recover themselves automatically without pilot control.
You have to love the way the devs keep us guessing and provide such variation in the scheme of things.
That's very true Robert. Left to its own devices, positively stable planes would continuously seek trimmed flight, stall, then seek it again like they sometimes do in WOFF. It's nice to see a variation in damage behavior, which seems to be my current experience in game.
I personally hope that it is not defined as the only way to go. I like to see variation in the downing of aircraft. I particularly like they way some swoop and level out in the death spirals repeatedly until impact. I suspect that is what would happen if the pilot is in and out of consciousness of in hands off the stick. some craft would have a tendency to recover themselves automatically without pilot control.
You have to love the way the devs keep us guessing and provide such variation in the scheme of things.
+1 and yes, I have still seen the leveling off and then death spiral behavior too.
With the recent changes you will generally have less lift when some wings are missing or heavily damaged. Landing on just two wings although sometimes possible will be harder than before. Aircraft will therefore more likely have a nose down attitude when wings are missing. It will also mean more AI and players die. Of course some craft are better/worse than others and it will depend on which wings and so on.
Losing a wing or part of, was not a minor thing for sure, most of the time you'd be dead.
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
Haha. That's a gigantic gun. I've never seen it before.
You misunderstand what is meant by adding hit boxes. Let me give you an example which may or may not already be represented inside WOFF, but as a general example. An engine may have 10 hit boxes of a fixed size that covers the whole engine. If any one of those boxes get hit, then you've hit a certain part of the engine. The damaged engine should show damage depending on the part that was hit. So, you have basically 10 different engine damage effects that will show in the game. If you add another 100 hit boxes to the same engine, then you've added 100 additional effects.
So, if you hit a fuel line, it will leak. But add more hit boxes with effects then you may get a major or minor leak, closer to the engine block or the pilot, reserve or main tank, etc.... The same is true for any part of the plane or the pilot. Hit one arm or both, one leg or both, chest or foot and get different effects like limited use of or unable to use the control stick or rudder, loss of blood or aching foot, etc... each hit box will give a different in game effect. Therefore, the more hit boxes, the more effects.
EDIT: of course you would also need to add additional lines of code....Maybe one day when the devs get a larger team.