Fragmentation implementation
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Hi guys,
Do you know (specially developers) if there is any fragmentation algoritm implemented for bombs/rockets/AG-missiles or the bomb just “explodes” and inmediately and all the players in the bomb blast area?
It would be very nice to simulate the fragments travel in the air. For example, adding a low damage (maybe 10% or 5% of the total damage of the bomb), during the XX seconds window of fragments flying, with a chance of a % (i.e. 20% chance of impact).
I hope I’ve explained that clearly
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Not a developer (people seem to keep thinking otherwise for some reason) - dont think fragmentation is modelled. Wasnt in 4.32, and wasnt advertised since. Damage still seems to hit a small radius perfectly and nothing outside it… so that sounds a lot like fragmentation is not modelled. Which I guess makes life really easy in terms of assuring safe escape.
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Not a developer (people seem to keep thinking otherwise for some reason) - dont think fragmentation is modelled. Wasnt in 4.32, and wasnt advertised since. Damage still seems to hit a small radius perfectly and nothing outside it… so that sounds a lot like fragmentation is not modelled. Which I guess makes life really easy in terms of assuring safe escape.
I thought you could get hit if you were really close, but as far as I can tell it’s definitely not out at 2,500 ft going by the table…
Also to note, those tables are the maximum distance fragmentation could travel, so by that distance it’s fairly dispersed with a lower probably of being struck, however there is still a risk, so attacks are planned for altitude deconfliction with those kinds of tables. As far in the sim I don’t know, if you want to simulate it, just ensure your recoveries are above that altitude, or time, or horizontal. Still would be cool if it worked that way though!
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I’ve seen in TGP videos FRAG options, but I’ve no idea what that is. It may simulate frag blast area in the jet, but not actually on the munitions themselves. Just guessing; I’ve only had about 5 hours in the sim this decade…
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It lets you define the frag circle on the TGP video, so you can estimate weapon effects in the air. Not useful for calculating safe escape.
Its in the TGP because its in the real TGP, not because BMS simulates fragmentation.
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It lets you define the frag circle on the TGP video, so you can estimate weapon effects in the air. Not useful for calculating safe escape.
Its in the TGP because its in the real TGP, not because BMS simulates fragmentation.
That’s what I meant
But because I’m not clued up on the new avionics, my explanation was crap
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In 4.32, if you dropped a Mk.84 sized bomb on the roof of a building, the building right next to it wouldn’t even be scratched. If you dropped it in the garden, your bomb would do no damage at all to either building.
Since 4.33 or U1, however, I feel if you drop a bomb in between two buildings, they will both at least be damaged.Not sure if that’s some form of implemented fragmentation, but it makes bombing a bit more realistic already.
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Not that I have experienced that, but it is not necessarily. So long as its evenly distributed damage around a given radius (even if there are multiple overlapping radii), its not really fragmentation exactly. Ideally we would need an overhaul of the way damage works to model it really well. Damage types for example. Something that would make a BMS T.O. 1M-34 worthwhile.
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I thought you could get hit if you were really close, but as far as I can tell it’s definitely not out at 2,500 ft going by the table…
Also to note, those tables are the maximum distance fragmentation could travel, so by that distance it’s fairly dispersed with a lower probably of being struck, however there is still a risk, so attacks are planned for altitude deconfliction with those kinds of tables. As far in the sim I don’t know, if you want to simulate it, just ensure your recoveries are above that altitude, or time, or horizontal. Still would be cool if it worked that way though!
That’s why I would introduce a “probability chance” of a determined %. That could be a simple way to simulate the probability of being struck.
As you said, we can simulate it applying it in our recoveries. But implementing it in falcon (it shouldn’t be difficult) would be very tricky.
Enviado desde mi Mi-4c usando Tapatalk 2
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it would be a good idea!
Hi guys,
Do you know (specially developers) if there is any fragmentation algoritm implemented for bombs/rockets/AG-missiles or the bomb just “explodes” and inmediately and all the players in the bomb blast area?
It would be very nice to simulate the fragments travel in the air. For example, adding a low damage (maybe 10% or 5% of the total damage of the bomb), during the XX seconds window of fragments flying, with a chance of a % (i.e. 20% chance of impact).
I hope I’ve explained that clearly
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Yes you can frag yourself at low alt… as I did recently…
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not from fragmentation, which is what the thread is about.