Dev Blog #30
Hello comrades!

The name of our game series is the name of the ground attack aircraft whose main target is ground objects. In the previous episodes we talked about the ground targets you will see in the new simulator, and now let’s talk about their damage. Seeing the result of your actions is incredibly important and largely determines the fun of the game, because the more possible situations that can happen when attacking a target, the more interesting it is. That’s why we decided to raise the bar in this aspect as well. What new things are in store for us?

In Great Battles we have already have quite a good groundwork — you can damage wheels, engine, tank, ammunition of vehicles, you can also hit the driver himself. However, the visualization of this damage was simplified — except for a total destruction, it was difficult to recognize what exactly was damaged in the attacked ground object and whether it was damaged at all. In Korea, we have developed this system considerably further, primarily in the matter of its visualization. Damage to a wheel can cause it not just to buckle, but to come off completely. Thanks to the fully physical behavior of the vehicle in such situations, the picture of its movement in this case now looks much more realistic.
All ground vehicles will now get a system of decals from bullets and shells hits (in Great Battles only the aircraft and player controllable combat vehicles have them). It is important to note that all these innovations did not lead to any noticeable loss in performance: special optimization algorithms were used to calculate all this, including detailed modeling of the object, only during appropriate interactions with other objects of the game world and ammunition.
When colliding with other objects or falling from a height, the car does not simply stop or explode, but, again, physical modeling allows it to fall or fly off according to the laws of physics. When a bomb detonates nearby or the cargo of a car (railroad car, tank) detonates, the blast wave throws it according to the relative position of the point of an explosion and the vehicle.
The cargo transported by the vehicle or railroad car is thrown away in the event of overturning. The explosive cargo can, well, explode.
Elements such as machine guns, canisters, cargo boxes, spare tires, and passengers can now be damaged independently, the same applies to various kinds of guns and trailers. Crews now leave not only vehicles and guns, but also tanks and ships and open doors and hatches.
A bit later we will tell you about innovations in another important type of AI vehicles — ships. Maritime objects in the "Korea. IL2 series" project will also have new features and important optimizations.

Please stay tuned! We’ll be in touch!