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Author Topic: For plane crashes, weapon mass factors into explosive power only for ship hits  (Read 165 times)

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WxTech

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After looking over the handling of plane crashes, I note that the fuel mass is considered as an explosive source which will damage objects via both blast pressure and splinters. This applies for all plane explosions, whether via collision with ground/water/object or in the air. An exception applies when the landing gear is on the ground and the plane speed is < 8.4m/s (~17kt).

Only for crashes against ships is the mass of the weaponry carried by the plane factored into the explosive damage caused. As far as I can tell, gun ammo counts toward the total mass.

I feel that according such a 'special' consideration for ships in all cases is unwarranted. This treats ship hits as always deliberate, as in kamikaze attack. An accidental collision in which ordnance is not armed for the purpose will nonetheless be given the explosive damage. Sure, in the wide open ocean a friendly plane hit against one of its side's ships will be mighty uncommon. Perhaps I'm being too persnickety!  ;D

In any event, why no such explosive potential for hits against other objects? It's too bad that House type objects (defined in static.ini) are so incredibly varied, running the gamut from dogs to ladders to hangars--and the kitchen sink, literally. This leads me to ponder the notion of expanding the use of the new property I've created for House objects, SECONDARY_EXPL. Selected objects we would consider as appropriate for deliberate crashing into could be assigned an appropriate value for this property which enables the explosive effect of a plane's ordnance upon collision. Then larger buildings could be destroyed, as opposed to the more limited destruction potential as currently exerted.

Thoughts?
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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