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Damage - Aesthetic and Critical


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Can someone make a mod that would deal with part damage?

Twisted metal - girders, beams, landing leg

Dents - tanks, engines, command capsule, docking ports

Scratches - tanks, command capsule, suits, helmet

Punctures - fuel loss, structure, fuel lines, blown tires, solar panels

Smashed - Lights, visor, command capsule, landing leg, solar panels (partial)

When you have a hard landing I hate that parts just explode. It should be crushed, crinkled, smoking, leaking.

Maybe someone can help with more ideas.

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Edited by hellblazer
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This should be in stock. Other damage than blowing up parts. For example, your rocket is on orbit, and a sharp debree, for example, a structural panel hits your ship. Currently, the fuel tank wich is hit explodes, and your rocket will remain in 2 parts. Something should happen, like having the body cutted, and, if it explodes, the whole thing should blow up. Also, some scratches on parts damaged during re-entry.

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If I'm not mistaken the parts would need at least two states for it to work (like wheels do). That means it's twice as much models. That would be catastrophic for RAM.

Unless you want softbody physics. That would be a bit too much to redo, I think.

But I would like to see scratches and burning effects. Maybe even parts catching on fire before they explode, instead of simply going "BOOM!" after hitting the ground. Also clouds of gas after depressurazition.

Edited by Veeltch
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Textures are actually more RAM-hungry compared to meshes.

What I mean is a single decal that could be used on all parts, much as scorch marks or bullet holes in some games.

Surely, making individual damage textures / models for each part would be much more ram intensive.

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What I mean is a single decal that could be used on all parts, much as scorch marks or bullet holes in some games.

Surely, making individual damage textures / models for each part would be much more ram intensive.

I have a feeling that would look kind of cheesy, like the fact that KSC buildings have the same explosion no matter how they are destroyed.

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Another solution could be with a special shader that dynamically alters the base texture (note: not the actual model) ingame. Example:

Things like scorch marks, dents, scratches and glass cracks could be shared across all parts to save space; granted that'd require a lot of specific materials or a config nightmare to get working correctly.

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