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J757

Eh... Has Anyone Crashed in X-Plane 11 Yet? Not CTD, I Mean Actually Crash!

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I was testing the water spray effects and general water interaction when I hit the surface a little too hard! You should have seen my face when this happened on my screen!!!

 

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That's right! The wing completely detached, burst into flames and remained stationary as the rest of the plane continued it's journey of disintegration across the waters surface! 

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All sorts of surprises inside XP11 for us NOOBs! I found i could both crash or belly land depending on the impact. Cool stuff!

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Ha! Good find! Indeed there seems to be a new damage model available in XP11. If I'm not mistaken, they did not announce it. I wonder if it's also to avoid the expected reaction "THAT'S TOO ARCADE!!!" from the "serious" flight sim community. In any case, I think this feature will be appreciated by many Steam user... :smile:

 

Looks like most new aircrafts have this new damage model. Other than the C172, it's available in the ASK21, the S76, the Vision and the MD80. Spectacular! :smile:

 

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Incredible - they actually included soft-body physics? This will satiate the 'I fly to crash planes' crowd...

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Hmmm... maybe this is a first step (extreme, but still a step) towards implementing some sort of localized damage model, something along the lines of accelerated component wear with aircraft abuse, landing gear damage (not bust into flames damage!) on a hard landing, things like that.

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I noticed in the options a comprehensive failure section which is nothing new per se but I am curious now that have if we set it for a tire to burst on landing if we will see the visual result. 

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The particle system is great, smoke reacts to propwash and wind. I think they should use it to rewrite the code of the thermals, would be a nice improvement!

 

 

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What's still needed is more light damage modeling short of a full crash.

 

XP10 used to have a "tire blown" notice on a hard landing, but I haven't seen that in a while. I might have disabled it somehow, or I'm just never triggering it and I'm not THAT good with every landing. We should have degrees of damage from a tire blown to collapsed gear on a hard landing, so we have more feedback on our flying skills. Right now, every landing is either perfect or you crash. 

 

Another thing it would be nice to see is tail strike damage. That happens more often than you'd think in real life for airliners when landing, and it can happen with helicopters too.

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What's still needed is more light damage modeling short of a full crash.

 

[CUT]

 

Yes I agree. I think damage modeling will necessarily be something that must be modeled on a per-aircraft basis, so the important thing would be to have X-Plane provide a "damage engine" that 3rd parties can use to model damage on each specific aircraft. A bit like the new FMOD sound engine that can be used by the aircraft designer, but it falls back to default X-Plane basic sound engine if not used.

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Good point about the need to model light damage on a per-aircraft basis. The G-forces that commercial airliner or military jet landing gear can handle, will be way different from a light GA aircraft.

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Interesting effect for sure, and I think a step in the right direction.

 

For those curious, this is disabled by default and must be turned on by the user.  I didn't even know it existed until seeing this thread and testing it out a bit this morning.

 

I've always wanted something more inline with the DCS series regarding gear damage etc, those guys have the results down beautifully.  This is maybe the first baby step towards that!

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Speaking of DCS, I could also imagine that LR is planning to enhance the weapon and damage models in X-Plane to better serve the military sim guys.

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What's still needed is more light damage modeling short of a full crash.

 

I wholeheartedly agree, so hopefully this is a step in the right direction. It would be great to see a blown tire, or fuel leaking from the wing, or an engine fire (well, at least in the sim :BigGrin:) with the corresponding effects to how the aircraft operates.

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Also speaking of DCS, I believe the DCS Huey models mast bump. That's when a 2-blade, "teetering" rotor head is unloaded with a negative-G maneuver, and goes out of normal travel limits. Very very dangerous -- it can chop off the tail or cut the cabin in half. Also happens on Robinson R22's and R44's, and pilots are trained to avoid it.

 

X-Plane does model ground effect and VRS (vortex ring state, a little too aggressively), but it doesn't model mast bump, as far as I know. You can do some very unrealistic maneuvers in some of these 2-blade helicopters.

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Well the DCS Mi-8 will tear it's tail above 3-4 G maneuver because my tail is always missing and i start spinning , DCS modeling is to an another level and it feels good that LR is going the same way.   

 

The DCS flanker will break it's wings on high G loads same like my mi-8 i am always missing my flanker wings. 

 

Slow and steady wins the race. 

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It should be noted that the DCS video above focuses on rotor separation, and the real results of mast bumping more often include things like tail contact and cockpit damage, including some horrifying things like the pilot being decapitated. That's probably the result of left cyclic input to counteract the right roll from the tail rotor, when the main rotor unloads. This was a big problem in the Vietnam era with Hueys and Cobras.

 

We don't need to go that far in a flight sim, but it's worth knowing about. With X-Plane it could be handled the way DCS does it, with a clean rotor separation. 

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How do you enable damage in XP11?

 

My sim just restarts when I crash

Uncheck Settings => General=> Damage: Reset to the nearest airport when you crash

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