How do damage settings work? Are they broken, or just misunderstood?

Discussion in 'Automobilista 2 - General Discussion' started by RolandOfDongworth, Jun 10, 2022.

  1. RolandOfDongworth

    RolandOfDongworth New Member

    Joined:
    Mar 30, 2021
    Messages:
    22
    Likes Received:
    1
    So, I've got a few questions about how the damage settings work. I've had a dedicated server up for a small group of friends and I for a small league, and I've noticed strange behavior on setting up the damage settings.

    1 - Full Damage vs Performance Impacting. What's the difference? My assumption about this is that when you choose Full Damage, that puts everything to basically 100%. Otherwise, I'm not sure what Full Damage would even refer to. I'd ASSUME performance impacting is used in conjunction with Damage Scale, but I truly have no idea. Which brings me to question 2....

    2 - Damage scale. How on earth do you get this setting to stick/apply? It RARELY applies for me to the point where I've began to think I'm doing something wrong. At one point in the past, I swear I could get it to apply, but now, regardless of how it's set, it doesn't show as being set in the server options, and whenever you go back to the settings, it'll always show as disabled. Is this a bug? Is there a workaround?

    3 - Mechanical failures. I'm assuming this is random things breaking mid-race?

    Sorry, I know this has probably been discussed elsewhere, but the game changes so much from update to update that I'm not sure what's fixed, bugged, or me just being a moron.

    Thanks!
     
  2. SaxOhare

    SaxOhare Well-Known Member AMS2 Club Member

    Joined:
    Mar 10, 2016
    Messages:
    2,235
    Likes Received:
    1,047
    1 - not sure
    2 - Yes it is bugged and reported, It now always returns to off
    3 - Not sure about random failures, but it will also make the wear of brakes, engine and clutch have effect
     
    Last edited: Jun 10, 2022
  3. sgsfabiano

    sgsfabiano Well-Known Member AMS2 Club Member

    Joined:
    Oct 28, 2019
    Messages:
    2,058
    Likes Received:
    1,232
    I think full damage = visual damage + performance impacting
     
  4. RolandOfDongworth

    RolandOfDongworth New Member

    Joined:
    Mar 30, 2021
    Messages:
    22
    Likes Received:
    1
    While that makes total sense, I'm not sure why they'd have performance impacting without the visual damage too.
     
    • Agree Agree x 1
  5. Shriukan

    Shriukan Touristenfahrten Community AMS2 Club Member

    Joined:
    Sep 23, 2019
    Messages:
    1,293
    Likes Received:
    931
    1 - Full damage will allow chassis damage that will terminate your race (loss of wheels),
    Performance impacting will not.

    2 - No idea about the UI side of things but the percentage I set is definitely felt when damage happens

    3 - Mechanical failures = terminal damage; clutch, transmission and engine can go poof.
     
    Last edited: Jun 13, 2022
    • Useful Useful x 1
  6. Jugulador

    Jugulador Well-Known Member

    Joined:
    Apr 1, 2020
    Messages:
    696
    Likes Received:
    409
    1) Full Damage is the most realistic option, that can break parts of your car at the point it stop to work. Performance Impacting is a kind of generic performance lost (that influences, at the same time, the engine power, aero efficiency and grip) that serves to just punishes crashes without giving the player the frustration to have the race finished because of an accident.

    2) I don't know about the servers (seems like a bug), but the idea of it is to work as a multiplier of car's pieces resistance (like increase or decrease the hit points of each one). But don't really know how the programing logic is built. Usually I keep it at 100% and seems fine... the only issue is that the damage physics of AMS2 let something to be desired (as most of other sims) after try some BeamNG.

    3) MF seems to be exactly what you have said. I just keep it off. Would be a cool option if we are playing a career mode that counts each vehicle maintenance or build parts quality in anyway. But as it is, just fells like just too much random and not player action's related. Maybe we are wrong about it and maybe someone inside the game development can better explain.
     
  7. Shriukan

    Shriukan Touristenfahrten Community AMS2 Club Member

    Joined:
    Sep 23, 2019
    Messages:
    1,293
    Likes Received:
    931
    Mechanical Failures are definitely not a random thing. As I mentioned above, engine and clutch going kaboom is part of mechanical failures. But other things that play into it are the loss of tires. With MF on, a hard enough hit can make you lose tires, especially in Open Wheelers. You can also kill your engine by downshifting an H-pattern more than the engine can take (6th to 3rd for example) Basically anything that could cause terminal damage to the car will not terminally damage your car with MF off.

    In pC2 it was even possible to damage your battery by keeping it depleted (batteries hate being empty) but I have yet to see it happen in AMS2, so I think it isn't enabled right now.

    Edit: If you need to keep Mechanical Failures Off because your car keeps being terminally damaged, then you should look at why it happens in the first place (setup, driving skill, error) and learn from it.
     
    Last edited: Jun 13, 2022
    • Informative Informative x 3
    • Like Like x 1
  8. JavierZumaeta

    JavierZumaeta Active Member

    Joined:
    Aug 28, 2020
    Messages:
    297
    Likes Received:
    165
    wow really? how would you know if your battery was damaged? was there any indication?
     
  9. Shriukan

    Shriukan Touristenfahrten Community AMS2 Club Member

    Joined:
    Sep 23, 2019
    Messages:
    1,293
    Likes Received:
    931
    Mainly the battery wouldn't charge anymore but it was very hard to damage it because of how the charging under braking works.
     

Share This Page