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In data ini is

Damagerating=DISABLED and

Damagerating-DESTROYED

Im assuming parent damaged mesh has destroyed and child object has disabled so the parts are shown in order of destruction?...

I cant see what it is otherwise for.

also

I assume we can add damage mesh to rudder too?

ive added the necessary entries in the fishpot data.ini I know how its set up...

just arent 100% sure of the above ..

cheers

new damaged parts so far..

Vertail and rudder

post-1981-0-28680400-1349632761_thumb.jpg

post-1981-0-14617000-1349632772_thumb.jpg

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Actually, I thought Disabled meant the mesh was still there (with damaged textures) but the effectiveness was gone, but Destroyed meant the node was blown off and the DamagedNode was shown instead.

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Oh man! That looks really cool russouk!! :drinks: absolutely love the catastrophic damage to the tail .. looks very realistic. Are you working from photos?

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Scoured the net for cutaways but found none so just made the meshes up.

could have made it going by the outer skin rivets but too much work lol

Edited by russouk2004

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I was going to say, definitely no need to touch the tail now it's done, perfectly convincing as is! :ok:

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I am not sure, but sometimes it looked to me that damagerating=destroyed was connected to plane itself.

when I set this to wingtip and shot it off the plane was able to fly but was noted as shooted down in score table

But as I said I am not sure.

Monty CZ

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Crap, I think Monty is correct now that I think about it. I think DESTROYED means the aircraft is shot down, but DISABLED means the part is blown off and the Damaged node is shown.

 

That's why most surfaces use DISABLED but the fuselage typically uses DESTROYED.

 

FC

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Does game engine assign the texture for holes (Below) etc I assume so as I see no one has them as mapped textures.

 

[DamageTexture]

DamagedPostFix=_Holes.tga

DestroyedPostFix=_Shredded.tga

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Very nice damage model russo! :good::clapping: Do you plan to update P-47N damage model also?

 

I might get around to it.as im doing some low poly LODs for this .

Edited by russouk2004

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