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What damage causes a vehicle to not be "operational"?


Rotareneg

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Exatly.

More over... I just tested is it possible to replace driver with someone from the turret in steelbeast I tried M1A2 HA, SEP, Brad, CV9030, Leopard2A4, and 2A5, on all those there is kind of door to get into drivers position... but no. Not even if i turned turret so that I could see drivers place.

In contrast I tried to jump from gunners place to killed TC.s place and others wise on SEP.. worked nicely.

So... switching someone from turret to killed / injured drivers place.. is not possible in this simulation.

Would be very useful BTW. This would save many tanks in simulated battles and possibly affect score. And in kind of way to add immersion. Though on many of these it's possible only in certain turret position it seems.

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the permanent immobilization for driver damage is to simulate the steering bar and pedals getting shredded as well as the driver.

Well that is good answer :) Thank you for that.

Thought it makes one to wonder... how comes that pedals and steering wheel are more fragile than for example gunners or commanders controls? On most machines, aren't those about the most durable kind of controlling devices, that... are less hi-tech than for examples gunners handles or TC:s huge computer screen.

Hmm... oh well.

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Well that is good answer :) Thank you for that.

Thought it makes one to wonder... how comes that pedals and steering wheel are more fragile than for example gunners or commanders controls? On most machines, aren't those about the most durable kind of controlling devices, that... are less hi-tech than for examples gunners handles or TC:s huge computer screen.

Hmm... oh well.

Well the gunners controls as well as the cmd screen are in one small space. The driving pedals and steering linkages run from the drivers compartment to the rear of the AFV in most cases, there fore and hit along their path will cause damage, its a greater chance for damage.

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You can rationalize it, or simply admit that it is an abstraction of sorts.

Steel Beasts is not intended to deliver an analytically correct breakdown of every single nut and bolt that may get smashed in the projectile's path, of by fragments created by projectile erosion and the displaced armor material in the crater well, of scabs of armor plate that break loose from impact shockwaves reflected by the backside or armor plates with the resulting wave interference exceeding the strain limits of steel, or the fire that might result from the ignition of a aerosolic vapor cloud from a punctured hydraulic hose or a ruptured valve, or a severed driver's foot that gets stuck under the braking pedal while your tank is careening towards a steep cliff, and the loader getting a nervous breakdown because the poor driver was his best buddy and he promised his mom to take good care of him.

A lot of stuff can get horribly wrong in a tank even outside of combat, even more so when everybody is excited from an adrenaline overdose (like combat has a tendency to generate). In the end we still need to simulate not only a single interaction between projectile and the multiple layers of components inside the vehicle but render the scenery and handle the actions of all combatants and projectiles flying through the air simulatenously on a 600+ square kilometer large map with potentially thousands of actors in it. At, ideally, 50...60 frames per second.

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