The other day I got hit by an AC/20 round from well out of effective range - maybe 700m? - and I noticed that my cockpit shook violently same as if I'd been hit by it within 270m and taken full damage. This felt a little odd.
I can see the advantage to it; you can identify the round that hit you by the shake you receive. However, on the other hand it feels strange for a shot that might be doing 3-4 damage maximum to rock you the same as a shot doing the full 20. The same goes for the other autocannon systems - if they're not doing much damage, they shouldn't shake you as much.
It's a problem specific to ballistic weapons, so I don't know if it's worth implementing, but it would be a nice thing from a sim point of view.
Screen Shake From Autocannons Based On Damage, Not Size
Started by Alabraxis Hyperion, Oct 29 2013 01:43 AM
2 replies to this topic
#1
Posted 29 October 2013 - 01:43 AM
#2
Posted 29 October 2013 - 04:51 AM
It's not that easy even from sim point of view, perhaps. I mean something like the following speculation: assuming ACs fire shells, - i.e. explosives rigged to detonate when they hit the target, - then amount of shake is hardly dependant on range and trajectory; as long as it's a direct hit, explosion force would be quite the same. What wouldn't be the same, - is penetrating power of the projectile itself _before_ ot goes "boom", since projectile's velocity falls down the farther it flies (air resistance). That's how (armored) target up close can take much more damage - the shell would possibly penetrate (at least some layers of) the armor of the target, and explode "inside", tearing much armor apart and/or damaging internal structures. And large enough range, having much less penetrating power, the shell would detonate "on the surface" or the armor of the target, unable to penetrate it (any much) before it explodes, - thus greatly reduced damage dealt, despite nearly same force of explosion.
I've read somewhere (forgot whrere) that currently, cockpit shake is proportional to impulse of the weapon's projectile (constant for any particular weapon) multiplied by weapon's damage. I guess the latter means weapon's _nominal_ damage, - not damage actually dealt. It seems consistent with my personal feelings (AC/5s shake much per per shot than AC/2, despite having very similar impulse). And it seems reasonable seeing how AC/20 has impulse not much different from AC/2 (according to Smurfy) - yet cockpit shake outta these weapons is mightily different.
The "true" sim would possibly be somewhere in between: yes, cockpit shake should be reduced if it's long-distance (comparable to weapon's max distance) hit - but probably not as much reduced as actual damage (in compare to weapon's nominal damage).
I guess such a system would be too complex and too un-intuitive to implement, though. But if PGI would do it one day, yep, i, personally, would like it.
I've read somewhere (forgot whrere) that currently, cockpit shake is proportional to impulse of the weapon's projectile (constant for any particular weapon) multiplied by weapon's damage. I guess the latter means weapon's _nominal_ damage, - not damage actually dealt. It seems consistent with my personal feelings (AC/5s shake much per per shot than AC/2, despite having very similar impulse). And it seems reasonable seeing how AC/20 has impulse not much different from AC/2 (according to Smurfy) - yet cockpit shake outta these weapons is mightily different.
The "true" sim would possibly be somewhere in between: yes, cockpit shake should be reduced if it's long-distance (comparable to weapon's max distance) hit - but probably not as much reduced as actual damage (in compare to weapon's nominal damage).
I guess such a system would be too complex and too un-intuitive to implement, though. But if PGI would do it one day, yep, i, personally, would like it.
#3
Posted 29 October 2013 - 09:59 AM
I like this idea, it hooks with the piloting skill roll if taking more than 20 damage in a turn. Should be applicable on all weapons bare lasers. The harder thing is what should happen if multiple weapons hit within a very short duration in this game. We have already seen the lrm 5 spammers, do we risk more of this if it is made damage dependant?
Edited by Ingrid, 29 October 2013 - 10:03 AM.
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