I've been thinking a lot about making SR2 look more detailed and one of the things that makes it look unrealistic (compared to other games like KSP) is how plain the textures are. They're very useful and detailed but they lack scratches, bumps, burns...

I think the best approach (and kind of simple) would be a texture overlay with 4 layers (or 5 as I explain at the end):
- Bumps
- Scratches
- Rust
- Heat damage
- Dirt

With this overlays 3 part attributes (heatDamage, collisionDamage, useDamage) that are directly correlated to the respective layer transparency and also to real consecuences like part failures over certain threshold.

Heat damage should increase if a part goes over certain temperature, and the higher the temperature the faster it increases. As it raises the part turns black/brownish (with noise, not just plain black) and it gets to the max opacity at about 2/3 the maximum suffered heat damage. When reaching the max heat damage threshold the part is destroyed.

Collision damage should increase with collisions over a certain speed. As in heat damage the stronger the collision the faster it increases. Max opacity should be at the same value than the max damage threshold.

Use damage should increase both with time (and even start in a non 0 value for parts outside of a fairing) and with low speed collisions and increase the scratch layer opacity, this alone shouldn't be able of reaching the max damage threshold but it should contribute, and the part failure point should be calculated with the 3 parameters combined.

A 5th layer may be useful for part temperature making the colors of the parts under 0 degrees white and the respective black body radiation color with glow to hot parts.

EDIT: Different fuselage styles could be added with different resistance, isolation, reliability... properties, changing price, available volume, fuel boiling...

Suggestion Active

12 Comments

  • Log in to leave a comment
  • Profile image
    Dev Pedro

    This post has been merged with this post.

    1.3 years ago
  • Profile image
    Dev Pedro

    This post has been merged with this post.

    1.6 years ago
  • Profile image
    Dev Pedro

    This post has been merged with this post.

    2.4 years ago
  • Profile image
    Dev Pedro

    This post has been merged with this post.

    2.4 years ago
  • Profile image

    This is a really cool idea! I think also having some part fracturing when destroyed, so that those 10 piece rockets look more realistic when destroyed. (This could most likely be turned off in a quality feature for those whose devices dislike the physics of hundreds of small parts being exploded around. OH, and maybe the shrapnel could damage things using the heat and collision damage features also!) Maybe having efficiency/ effectiveness decrease with damage would be really awesome to add with this if it does get updated in!

    +1 2.6 years ago
  • Profile image

    This is actually brilliant

    3.4 years ago
  • Profile image

    parts/craft heat meter

    4.0 years ago
  • Profile image
    6,271 Pjork

    @pedro16797 I agree

    4.3 years ago
  • Profile image
    Dev Pedro

    @PorkyClown3 of course it has to be properly implemented. I think this can make really simple crafts look a lot more realistic

    +1 4.3 years ago
  • Profile image
    6,271 Pjork

    It could possible make textures on complex crafts buggy and ugly

    4.3 years ago
  • Profile image
    507 swope

    I also think edges should have overlay texture. I spend way to much time scaling textures on tanks so the horizontal seams and on the edges of the cylinder.

    +1 4.9 years ago
  • Profile image
    507 swope

    Love this idea. Maybe heat damage and char are a bit different. If the plume of an engine impinges on a part, it might get soot deposited on it without being hot.

    +1 4.9 years ago

54 Upvotes

Log in in to upvote this post.