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base splash-down damage/plunging off new aerodynamics


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Well, new aerodynamics are in the works, but hydrodynamics and aerodynamics function the same-ish way (fluid dynamics).

We all know that water is made of blue concrete hard to land on, and as we've seen before people want that changed.

So, using the new fangled occlusion based drag system, why not base how far you can plunge upon hitting the water based on the drag occlusion and allow greater speeds for hitting the water and not being destroyed based on the pointiness of the craft..

other than that, water could be left alone and mostly never touched again with something that floated well and maybe a propellor (off-shore resource mining).

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It really wouldn't be too hard to implement. Just multiply the air density by a factor like 40 (~increase for earth) to simulate water and use the new and improved aero.

That's not quite how it works. That wouldn't simulate bouyancy at all. BetterBouyancy, by Ferram, works pretty good, though the splashy visual fx seem to have died.

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Well, new aerodynamics are in the works, but hydrodynamics and aerodynamics function the same-ish way (fluid dynamics).

We all know that water is made of blue concrete hard to land on, and as we've seen before people want that changed.

So, using the new fangled occlusion based drag system, why not base how far you can plunge upon hitting the water based on the drag occlusion and allow greater speeds for hitting the water and not being destroyed based on the pointiness of the craft..

other than that, water could be left alone and mostly never touched again with something that floated well and maybe a propellor (off-shore resource mining).

Reducing the drag of water would be fine by me, thank you very much.

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