usnraptor wrote:
Here is my current work in progress:
ftp://ftp.frontier.com/pub/users/usnraptor/Fighters%20Anthology/Weapons/My%20Icons/AC%20Guns.xlsI probably am going to up the power of the Air-Air weapons a bit. I have created a standard and formula for the weapons, but not the damage aircraft can take.
Currently, for the standard, I assumed that one AIM-120 would take out a MiG-21. Then I set the damage power for the other missiles based off of their warhead size in relation to the AIM-120 damage points.
I took a look, you're really not too far off from where I am really. We're in the ballpark really. Nice to see, beginning to think I'm not nuts. Well maybe I am and you are too?
Speedy wrote:
I don't necessarily think there's any wrong way to go about this.
That said, based upon most formulas we've used and seen thus far, the vast majority of SAMs and AAMs will destroy most aircraft in the game with a single hit (they certainly will using the formula you're using right now, except maybe the B-52 will survive an AIM-9 hit). That makes sense, of course, and seems to line up with reality. If you've been hit *directly* by a missile, you're probably screwed.
However, that's assuming a direct hit. Unfortunately, FA doesn't really simulate proximity fuses - it's either a hit or not. In real life, a lot of hits aren't actually direct hits, but rather explosions when the missile gets close enough to the aircraft. Sometimes it's enough to destroy the aircraft, and other times it "only" damages it.
The thing I've been doing with my mini LIBs (I don't have the FATK available anymore so I've pretty much just been messing with what's easily interpreted in the .PT and .JT files) is to generally have missile damage very close (slightly higher) to the aircraft hit points. What I've found is that while you will destroy a target with one hit maybe 70% of the time, there are other times where the target will take severe damage but keep flying. And that actually works with what I'm trying to achieve - an option between complete miss or complete hit. It's basically a janky way to simulate a proximity hit.
(NOTE: as CAG mentions below, this approach doesn't work as well for large bombers/aircraft that should be able to handle damage much better than smaller aircraft)
Of course, for a large project like Game Remod (as opposed to what's essentially a mini LIB designed for a specific mission), this may not be consistent enough. But it's some food for thought, when it comes to game design!
You can sort of simulate a proximity fuse (in a way) with the damage radius. It's not
really ideal but it's all we have to work with here. I want to figure out what it is for the AIM-54 because one of them took down 3 planes in Iran-Iraq. But overall yes, for a project as large as GR, I need something that can be more quickly and readily available and which is even across the board for consistency's sake. Still interesting to see.
CAG Hotshot wrote:
The vast majority of B-52s in Vietnam survived multiple SA-2 hits before going down... So a single hit by a SAM, or even 2 hits, unless from something like a Patriot, SA-5, S300, or S400, isn't really all that realistic for a large bomber type aircraft that have multiple engines and can fly with some of those engines disabled and/or large areas of wing surface or control surfaces missing or damaged to be taken down so easily.
I model my aircraft accordingly by what history has shown them to be able to withstand. It takes a lot to kill a B-52 but not so much to kill an F-105 or an F-4... And smaller jets like the F-16, A-4s, and Harriers, were especially vulnerable to AAA and SAM fire.
Like with USN then in a way this isn't too far off from where I am given the hit points I've been assigning.