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CRS
Official Chat Event - 3/16/00 This is a log of the fourth
official World War Two Online chat event that took place March 16th, 2000.
Chris "Mo" Sherland and Jonathan "Hoof" Hoofwere the
guest speakers, with Al "Rafter" Corey as the chat moderator
and Troy "Ramp" Lowe watching over the network. The special
topic of the night was: the damage model. oxygen damage..so
that pilot has to dive to lower alt..? what will be the time to blackout..and
what amount of time to recover? swimming, lifeboats? Why triangular heads
instead of square? Less polys, or a better reason? Here's your big
chance ;). Why is polygon collision detection better than cube-based hit
mapping? Do we multiply 5
X 1000 to figure out people per theatre? i.e 1000 vehicles per theatre? To what extent will
you be representing damage on ground troops? Not the gore level, but the
level of detail on the system itself. Location specific damage? Can you disable
vehicles by shooting tires ,tracks ,etc? This is about the
gunnery model, but that is related to the damage model isn't it? Will
you be modeling every projectile of high rate of fire weapons? oh uumm howmany
people do you plan to have per game and if it is lot how will lag affect
that All compartments
of a ship going to be modeled, or will they just get a hole in the side.
:) With vehicles and
penetration, will the rounds meandering about the inside of the tank or
what have you be modelled? Do the colors on
your damage map indicate the level of damage or critical parts, or do
they just help to highlight components? Damage modeling
looks to be extensive..how far are you taking it in planes..will you be
able to blow your opponents canopy off and will i beable to see it happen?
If so obviuosly your going to model drag with that effect? Will tracers
beable to penetrate through the canopy and hit my dash? Will this effect
any pilot control for the plane? will fatigue be
model... i.e. if a wing spar is hit... will high g loads eventually rip
it off? but not right away? If you bounce your
Sub of the bottom or an underwater object will you take collision damage?
And will there be naval charts to avoid the above? How much damage
can each vehicle sustain before respwning it like could i drive a tank
after it had the toop blown off will you see flame
damage, and smoke froma distance? Will expending ammo
affect CoG/mass in different vehicles? Will there be a
way to repair damage if you make it back to your side of the lines? will forehead shots
be a rarity? with the trinagular head? Will I be able to
knock down a door by kicking it? Or better yet, put dents in the fender
of an Opel? Will damage to the
aircraft skin effect the drag and lift of that component? Will fuel consumption
influence the CoG of ACs like in AH? Will there be different
types of ammo and if so will pilots be able to mix these different kinds
of ammo? And will the different types be able to do noticably different
kind of damage? Will engines have
components that can be affected, I.E. Loose a cylinder, but continue to
function? Will your be able
to drag dead/incapacited people out the way so you can assume control
of a vehicle? When an aircraft
is hit will the damage play a roll in the stall rate hence cnaopy blown
out? can you take damage
simply from over heating Is spall and such
to be modeled based on real life physics or random or generic? re: pices parts
coming off, will there also be some kind of hit sparks (tho not neccesarily
indicating damage) So I can have varying
levels of engine performance beyond Running or Not? any poly limits
to objects? Any geforce support? Will C4 or other
kinds of explosvies be used? Will a tank or supply
vehicles be able to hide under trees if an attacking aircraft comes over How is damaged systems
calculated... splash damage from penatrative rounds, actual round contact,
or both? If a tank have to
cross a river. Will it only be possible at a brigde ? ( I assume there
will be rivers ) Or will it be possible to do it other places too. If
not, will the tank then "drown " ? Let's talk gore
levels on humans (and sheep). Will this be rated PG13 or R? Will fortifications
(aka maganot line ect) have detailed damage maps like the vehicles? will planes do all
the way to the ground when damaged beyond repair or explode as in other
sims? re: Fires -- will
grass, and woods be able to be set ablaze? and might wind affect these,
or remain in place? Will tanks and other
vehicles be able to get stuck in craters left by explosions? the affectiveness
of aircraft bullets against Submarines be affected by depth of water? will you put ALL
the appropriate marking on the AVG P-40s for the CBI? What about the 32
plane limit? will we have ghost pings? so I'm assuming
that the poly model (and improved gunnery model) will get rid of the "glass
elevator" syndrome? and will air-air collisions be modeled without
instant explosions? what about gravity?
if you take out enough of the ground floor will the building fall? Have you decided
to put mines in the game yet? will you be modelling
Canadian destroyers? any ideas how many
players might be able to be crammed in X space (all visible, or able to
be vis if you look) How many players
in closed beta? So infantry will
be able to enter buildings ? Can tanks destroy 1 wall and hide in a building.
? How are things going?
Any new videos coming? You talked about Bandwidth also. What are the restraints
that you are having to say within? How is individuals
(ie the people/crew) damage to be modeled? Will it include limiting movement
or action? Will there be anyway
to repair bases,or will the servers reset after awhile? can small arms fire
like one shot if placed well take out a ground attacking plane most of the larger
capital ships have quite extensive machine shops, will this repair capability
at sea be modeled? will pilots be able
to bail out of damaged planes, or will we ride them in? friendly fire damage?
any more news yet? Any details available
as to window damage? Holes, cracks, whole thing shatters? leaking fuel tanks
on ships..leave a trail of oil crumbs....catch fire?..refueling at sea? carrier landing
and base landings..a pilots crashes on landing will it effect the runway
for takeoff for landing in any way? Will certain tanks
and airplanes have vitual hits which if done correctly could take it out
in almost one shot? Aircraft carriers
only carried a limited # of Aircraft to sea, will A: the number of available
a/c from a CV be modeled and B: if so can you be restocked by flying new
ones from land bases or jeep carriers? Will ditching on
water be different from ditching on land/forest/etc? (it's rediculous
in brand W right now ;) damage to instruments..blood
in eyes...oil on canopy shield..blocking view? how will thickness
of components be considered with a poly based system... that is, where
thickness varies? Will Tree damage
be modeled? Stumps and logs? swimming modelled?
ozreckons sunk ships, LCI that not make the beach etc will secondary affects
of something being damaged affect surronding objects... like if shot over
a tree and their were people beside it would it crush them... odd question
aint it so, if a round penetrates,
say a fuel tank, how do you consider, the tank wall, contents, and opposite
tank wall What damage will
that french soldier have? arm? leg? to what extent do you break down the
damage on grunts? If a ship gets into
a battle survives ,but sustains heavy damage is unable to make to a port
will another computer conrtoled ship come and repair or what? Will bullets spawn
(rickocet) inside Tanks if infrantry shoot in the capulas? radio damage...will
it destroy your communications with higher ups? How will damage
to a plane's propellor be determined? Will any round going through the
propellor disk cause propellor damage? Can you tell us
some about how buildings and trees are going to be mapped, I.E. will there
be several building types, several tree types? kamikaze damage? If I played for
12 hours straight would my guy get tired?
Thanks to Mo and Hoof for taking the time to answer our questions, as well as Rafter, Ramp, and the rest of the Playnet.com staff for setting this all up once again. Great work! |
Playnet
Inc., World War II Online, WWII Online, and Cornered Rat Software, are
trademarks of Playnet
Incorporated.
Copyright 2000 Mike DelPrete
"Booya"