You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Collision, hitbox, and general game-issue improvement — the honest capability split. Geometry (collision LODs, hitbox shape) is baked into the P3D and unfixable by a mod (#128 finding). But the interaction surface is scriptable: hitpoint damage, HandleDamage response, and the collision-response behaviour (the #154 light-tap explosion complaint). This issue scopes what AEE can genuinely improve.
The Honest Split (verified)
BAKED — unfixable by a mod (document, don't claim)
1. The collision-damage response (the #154 light-tap fix)
The #159 complaint: "random explosions on light taps" — the engine's collision damage thresholds. What a mod CAN do:
Scale collision damage by the REAL physics: impact energy = 0.5·m·v² at the impact (the HitPart data gives the collision). A gentle bump at 5 km/h is low-energy → low damage; a crash at 80 km/h is high → component damage, not guaranteed explosion
2. Hitbox interaction refinement (scripted, not geometry)
Per-selection damage sensitivity: the hitpoint armour multipliers (feat: real armour mapping - per-vehicle protection database #168) — a round to the glass hits differently than to the engine. The selection-based damage response is scriptable: HitGlass vs HitEngine handled differently
HitPart EH (verified, #144) — the impact data: position, velocity, selection, surface
│
▼
IMPACT MODEL (the physics)
│ impact energy = 0.5·m·v² (real)
│ the selection → the hitpoint (glass/engine/hull/tracks)
│ the #126 penetration → does the round matter?
▼
DAMAGE RESPONSE (scriptable)
│ HandleDamage scaled by the real impact energy
│ component damage, not the binary explosion
▼
the #126 component cascade + the #168 armour interaction
The Honest Walls (documented)
The collision hull shape: baked, no mod changes it
The collision detection rate: engine-internal
The ragdoll/vehicle-crash physical response: engine PhysX
Implementation
fnc_handleImpact.sqf — the HitPart collision handler: compute the real impact energy, scale HandleDamage
Summary
Collision, hitbox, and general game-issue improvement — the honest capability split. Geometry (collision LODs, hitbox shape) is baked into the P3D and unfixable by a mod (#128 finding). But the interaction surface is scriptable: hitpoint damage, HandleDamage response, and the collision-response behaviour (the #154 light-tap explosion complaint). This issue scopes what AEE can genuinely improve.
The Honest Split (verified)
BAKED — unfixable by a mod (document, don't claim)
SCRIPTABLE — the genuine AEE scope
getHitPointDamage/setHitPointDamage/HandleDamage: how much damage a hitpoint takes and how the vehicle respondsThe Genuine Improvement Targets
1. The collision-damage response (the #154 light-tap fix)
The #159 complaint: "random explosions on light taps" — the engine's collision damage thresholds. What a mod CAN do:
2. Hitbox interaction refinement (scripted, not geometry)
HitGlassvsHitEnginehandled differently3. The general game-issue fixes (from the #159/#154 audits)
The #78 bugfix addon scope, validated by the complaint research:
setUnitTraitStaminaDrainCoef, the research: player complaints landscape - what to fix, what to avoid #159 chore(deps): bump release-drafter/release-drafter from 6 to 7 #5 complaint)The Architecture
The Honest Walls (documented)
Implementation
fnc_handleImpact.sqf— the HitPart collision handler: compute the real impact energy, scale HandleDamageTest Vectors
Sources
Labels
core, P2-medium, effort/M, type/feat, phase/2-expansion, mobility, physics, infra