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    Fragmentation implementation

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    • M
      mppzgz
      last edited by

      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

      😛

      1 Reply Last reply Reply Quote 0
      • Blu3wolfB
        Blu3wolf
        last edited by

        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.

        Redshift20R 1 Reply Last reply Reply Quote 0
        • Redshift20R
          Redshift20 @Blu3wolf
          last edited by

          @Blu3wolf:

          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…

          @mppzgz

          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!

          PlanehazzaP M 2 Replies Last reply Reply Quote 0
          • PlanehazzaP
            Planehazza @Redshift20
            last edited by

            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…

            Harry (Formerly Amraam at Frugals etc.)

            (I'm not currently active with ViperDrivers, but these guys are the best BMS school out there!)

            BMS Reshade Preset

            Blu3wolfB 1 Reply Last reply Reply Quote 0
            • Blu3wolfB
              Blu3wolf @Planehazza
              last edited by

              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.

              PlanehazzaP 1 Reply Last reply Reply Quote 0
              • PlanehazzaP
                Planehazza @Blu3wolf
                last edited by

                @Blu3wolf:

                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 😄

                Harry (Formerly Amraam at Frugals etc.)

                (I'm not currently active with ViperDrivers, but these guys are the best BMS school out there!)

                BMS Reshade Preset

                Eagle-EyeE 1 Reply Last reply Reply Quote 0
                • Eagle-EyeE
                  Eagle-Eye @Planehazza
                  last edited by

                  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.

                  Blu3wolfB 1 Reply Last reply Reply Quote 0
                  • Blu3wolfB
                    Blu3wolf @Eagle-Eye
                    last edited by

                    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.

                    1 Reply Last reply Reply Quote 0
                    • M
                      mppzgz @Redshift20
                      last edited by

                      @Redshift20:

                      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…

                      @mppzgz

                      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

                      1 Reply Last reply Reply Quote 0
                      • suhkoi69S
                        suhkoi69
                        last edited by

                        it would be a good idea!

                        @mppzgz:

                        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

                        😛

                        RipperR 1 Reply Last reply Reply Quote 0
                        • RipperR
                          Ripper @suhkoi69
                          last edited by

                          Yes you can frag yourself at low alt… as I did recently…

                          https://oddshot.tv/s/8ph16R

                          Blu3wolfB 1 Reply Last reply Reply Quote 0
                          • Blu3wolfB
                            Blu3wolf @Ripper
                            last edited by

                            not from fragmentation, which is what the thread is about.

                            1 Reply Last reply Reply Quote 0
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