RUS ENG
Rise Of Flight
Admin → 29. September 2008 10:07

Damage model

Welcome to all who has opened this page! The reason you are here is not only a great interest for a tremendous beauty of the scenery and outstanding sound of our game, but also the meaning of everything that is going to happen in front of you while playing. As far as you have a keen interest to knowledge it is a pleasure for me to introduce you «the structure of our world». From my side I will make some small notes in this section in order to help you to understand how things really work in our game. You will probably agree with me that the coolest thing in any flight sim is a model of aircraft damages. 
The model of damages of «Rise of Flight» aircrafts is not trivial. First of all a construction of each plane is divided into considerable amount of parts (for example, Fokker D7 consists of 27 elements). Each of these elements has unique features, i.e. it is presented by its own weight, dimensions, aerodynamics and many other characteristics. Different elements and parts are combined into a single aircraft, these elements are subordinated to the general laws of «dynamics of systems in firm bodies of variable structure» (now this sounds really tough, but believe me, it's not that hard once you familiar with a computer code). Basically the picture of plane is just a number of various characteristics combined into a single whole. As a result our plane has identical features with the real prototype which used to fly in the sky over Metz about 90 years ago. Due to the difference of weight the flight path will change when any part of our plane, for example, a wing piece is damaged. The same rules apply when the player changes his flight direction and air streams passing through the plane varies. We can easily say that this is authentic modeling of collision consequences. Moreover, the piece which has come off the plane continues to fall down with the account of unique features of this broken piece according to laws of physics! 
You may ask why it is so complex!? For example, if you have lost half of your wing it is easier to deduct the elevating force, aerodynamic resistance and weight like in most games?! Probably, if we haven't decided to develop our WW I flight sim it would be the most simple and reliable way to model all damages.
Aircraft damage but not the loss of separate parts was the main aviation characteristics of the beginning of that century. How could we miss all this action, these «cinema features», and the head collision of two planes on the screen?! Such fantastic approach has allowed us to imitate all possible options of an airplane collision: heaps of parts remains on the ground after somersault or a cracked wing which is about to fall of your aircraft because of an air stream or a smashed into tens of parts body under an influence of a blast wave. I should mention a flexible model of damages which is required in order to project numerous types of unique features of different aircrafts. The durability or breaking point of each and every plane is literally calculated according to a situation and your aircraft behavior depends on damages received earlier (i.e. bullet that hit your power element) and every element has its own "endurance". The system simulates so-called «the postponed refusals» when, for example, the wing breaks off not after hit but at any time after your maneuver. 
Certainly there are plenty of things that we can talk about: engine parts, body, propellers and many more. But I think we will discussthis stuff in future.


Calendar

«-  Mai 2012  -»
MoDiMiDoFrSaSo
30123456
78910111213
14151617181920
21222324252627
28293031123
45678910

View posts in large calendar