More procedural damage effects (hull tearing)

Before everyone complains of lag:
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The gameplay features I am suggesting can be turned off (I'm talking about the damage effects which may cause lag)
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Now for the talk:
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I think we really need damage effects. When a ship is on 1% hull, that shouldn't mean it looks like a ship anymore. It should be burning, tearing, stuttering and failing - engines hanging on by shreds, fires raging all over, extreme instability.
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Well in comes procedural damage effects! When you lose a conaiderable amount of hull in one go (aka crashing into a large, sharp ridge in an imperial clipper at a high speed) the part of the ship that was hit should be damaged. I mean a lot of the hull in that area is taken away (not a texture) and replaced with a gaping hole/gap where that hull used to be. Calculating the precise damage effect would be very processor demanding, so it should only be a rough estimate and not a full structural, weakness and analysis of the debris.
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So anyway, say I crash the engine nacelle of my clipper into a large mass, I expect it to be obliterated instead of losing a percentage on my dashboard. The nacelle tears off the ship and blows up immediately after the impact, as I would in real life. The hull percentage is calculated by the amount of mass I just lost from my ship, in which case would be probably around 8%.
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Comparison:
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Now: Crash my engine nacelle into a wall really fast (so that the rest of my ship will technically just fly past without impact) and my whole ships will spin. I will probably instantly die from the impact.
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What I'm suggesting: Do exactly the same manoeuvre, but instead the nacelle is destroyed completely, I lose the percentage of mass lost in hull points, and I fly past only just changing direction from the impact.
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Another change like this would be:
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flight assist on: the engine is gone, so the thrust is gone. The engine opposite powers down a lot so I don't spin out uncontrollably. If I only have 2 engines on my ship and one of them goes down, the other will still provide thrust but a lot less, with the RCS compensating for the soon out.
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Flight assist off: I spin out, and have to manually shut down the opposite engine (via Modules tab) to stop spinning.
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For other modules such as the power plant, when it is destroyed it explodes, leaving a hole (one out of three presets for that ship to reduce calculations). When any part of the ship takes a lot of Impact damage (hitting something quickly), there is a gash or hole left where the object hit it.
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In combat, the same applies (what I explained about other modules exploding above)
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Final notes:
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This only works if the shields are offline or taken offline by the impact/damage
If a ship ploughs straight through another (clipper vs Viper off), the viper loses a lot of hull and breaks up if it is taken to 0%, whilst the anaconda suffers less but still significant damage.
Again, the option for these effects can be turned off but the effects such as Engines creating a spin effect still applies.
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Feedback would be appreciated!
 
Its not about processor power needed to calculate the damage, the problem is representing that visually. That demands handcrafted assets, which are very time-consuming to create. Maybe one day. :)
 
Damage models would be great, but even decent damage textures would be better than what we have now. Large ships like the Cutter look a little silly atm: a large ship at 10% hull looks like its just rolled off the showroom floor.
 
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Its not about processor power needed to calculate the damage, the problem is representing that visually. That demands handcrafted assets, which are very time-consuming to create. Maybe one day. :)

I meant that the processor would have to calculate at what force, direction and energy, pressure, velocity etc to get a realistic model. The assets could be hand crafted into some models, but procedurally putting those in action would take leas effort if the computer does it

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Damage models would be great, but even decent damage textures would be better than what we have now. Large ships like the Cutter look a little silly atm: a large ship at 10% hull looks like its just rolled off the showroom floor.

Worse thing is it still operates and feels as if I just finished cleaning the ships inbuilt toilet! (Positioned tactically behind the seat out of view, except on the asp which is why it has a large jump range [to get away from the... Onlookers!])
 
I meant that the processor would have to calculate at what force, direction and energy, pressure, velocity etc to get a realistic model. The assets could be hand crafted into some models, but procedurally putting those in action would take leas effort if the computer does it

Taking into account force, direction and energy, pressure, velocity etc is peanuts compared to the stupifying ammount of assets you need to represent it. Supposed you have only 2 levels of force, energy, pressure and velocity, and 8 for direction. That means, even with such a very, very primitive model, you'll need (2^4)*8=128 assets for every location of every ship. Suppose we divide each ship in only ten parts, and we have 29 ships. That means we'll need 37120 models. Even if you find an expert who can do one model in 1 hour, you'll need six experts working full-time for three years just to make this happen. If you have a slightly better model with four levels for each variable, that'll take them almost twenty years! Thats a lot of work. :)

Now calculating it much more deeply and having that effect your ship and gameplay is very different, and much more possible. Thats a very good idea, but actually seeing it would be very hard to do.
 
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Its not about processor power needed to calculate the damage, the problem is representing that visually. That demands handcrafted assets, which are very time-consuming to create. Maybe one day. :)

What you mean you don't just copy paste from Unity assets or change damagemodels=false to damagemodels=true?
 
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