So damage modeling will be very detailed.That's actually one of the issues with getting everything ready for the dogfight. There's a huge amount of assets that have to be built, like the ships you'e seen, all the different pieces have to have multiple damaged parts, various levels of damage, a whole bunch of really cool graphical stuff that we're going to do for that, and we're modeling it pretty detailed too.So there will definitely be the angle of incidence of a projectile hitting armor and ship will count in terms of the damage, the penetration ability, all that. My goal is to have the actual base level of the game actually physically detailed to a level I haven't done in one ofmy past games and then just have the high-end ship control stuff make it easier to fly around in and use, but underneath it all, it's all physically correctly modeled. So we're actually modeling internal system damage.So if you have a targeting computer, avionics, system, life support, inside your ship, we actually have a place physically for it and it has its own geometry and render geometry. If a projectile goes through the shield then penetrates through the armor, we actually trace that projectile and if it hits that system in the physical space, then the system takes damage and potentially gets damaged.So we're actually modeling all of this in an extremely detailed way. If you know where the weak parts, the critical parts of another ship are, you should have a bit of an advantage.