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ThePredator

Deflection for AT weapons?

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I'd like to know if it is possible to add deflection for RPG rounds.

I added this entry to the ammo type but it does not work (I guess because it is handled different than a bullet).

Same for Sabot/HE tank grenades. I saw this feature in Red Orchestra and was amazed.

Would add a bit of "Oh no"s if the rocket explodes near the tank not on impact.

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I'd like to know if it is possible to add deflection for RPG rounds.

I added this entry to the ammo type but it does not work (I guess because it is handled different than a bullet).

Same for Sabot/HE tank grenades. I saw this feature in Red Orchestra and was amazed.

Would add a bit of "Oh no"s if the rocket explodes near the tank not on impact.

Try to download JAM3 pack for OFP and see how it is done with HD weapons in JAM3 config. There is fabulously done High Dispertion for different ammo including deflection for AT (i.e. RPG7 that includes High Dispertion Anti Air RPGs like in BHD movie wink_o.gif )

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Well after taking alook into that cpp I suffer a data overload. There is so much to see, that I did not find anything related to deflecting RPGs.

I feel small in the shadow of such amazing achievment. Always admired the modding community.

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Do you mean you're looking for less accurate weapons or weapons that physically bounce off of things? The JAM HD weapons just make it harder to hit things... they don't bounce off or anything.

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I think he's talking about AT rounds that richochet like rifle bullets from guns.

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Yes, exactly. I know this is possible in the real world, especially with RPG-7 grenades.

But I don't know anything about scripting nor coding, so I hope I'll find someone who would like to team up with me (or I can join some team).

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It works on grenades so I don't see why it shouldn't on RPGs, though they are technically 2 different simulations. Perhaps rockets don't support it, but the tank gun rounds definately should (and I remember someone saying that they do).

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It works on grenades so I don't see why it shouldn't on RPGs, though they are technically 2 different simulations. Perhaps rockets don't support it, but the tank gun rounds definately should (and I remember someone saying that they do).

Well only some granades do bounce off like M67 and smoke, because they have set off timer. Opfor granade RGO doesnt bounce off because it explodes on impact. The same thing is with anti tank weapons because they DO explode on impact. Thats why I can hardly imagine RPG bouncing off. Yet you are right about tank ammo, because some of it is Sabot rounds wich doesnt explode but works more like damage-making big bullet. I think, that maybe if one makes some script which would exchange RPG round flying in the air from exploding to non exploding model (simulation of Real Life fuse damage in RPG or strange, deflecting angle) then it might be possible to ricochet AT round. This is the only idea that in my oppinion may work.

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Har, if you can make fuses go away or prematurely detonate RPGs I'd imagine that Isreali anti RPG system could be done in ArmA. I guess it wouldn't be too hard, but to center it on RPGs and other rocket AT projectiles.

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In my experience with Carl Gustavs (lovely weapon, but I still hate it), bouncing does occur at regular intervals. And once it bounces off something, flight pattern becomes somewhat ... random.

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I can hardly imagine RPG bouncing off.

If a (60's era) PG-7 glances off something that crushes in the side of its nosecone, it will short out the grenade's fuse and it won't blow. The american army used to erect rpg screens for this purpose during vietnam. If you have wire netting that's just too small for an rpg to get through, it will grab the grenade in a hole in the netting and crush its nose before the grenade breaks through, rendering it a dud.

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should be possible when u make a new config for it u should add

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deflecting = 40;

explosionTime = 10; to make it work (not tested yet)

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While were are at it you could/should add a timer for the M203 grenades as well. They don't explode until they're over a certain distance. They should bounce as well before they are primed(?) .

There is a video of units from one country firing another countries weapons in Afghanistan. There is a german soldier trying out a US M4 or M16 with M203. He aims to short and the grenade bounces off the ground until it finally explodes on target.

Would like to see something like that in ArmA smile_o.gif

But I don't know if that type of grenade is still used. Anyone with more insight to this?

Edit: Okay I just tried it for the 40mm grenade and it's a lot of fun letting the grenades bounce around corners biggrin_o.gif. Doesn't work everytime though....

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I can hardly imagine RPG bouncing off.

If a (60's era) PG-7 glances off something that crushes in the side of its nosecone, it will short out the grenade's fuse and it won't blow. The american army used to erect rpg screens for this purpose during vietnam. If you have wire netting that's just too small for an rpg to get through, it will grab the grenade in a hole in the netting and crush its nose before the grenade breaks through, rendering it a dud.

You missunderstood me. I meant that "I can hardly imagine RPG bouncing off" in GAME not in real life. I ve seen such things and thats not the case. Thing is, that it may be difficult to simulate in game.

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Even M203 grenades bounce off. Those are detonated on impact, too. I guess it's possible.

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Rockets & Missiles in ArmA are deflecting by default, but with a very low percentage (something like deflecting=5).

I was hit by a missile fired by a BMP2 and it bounced of my BMP2 ambulance.

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Deflection of sabot rounds works like a charm. Funny thing is, if you have 100 % deflection you can shoot around the corner **

Anyone got statistical data on chances for deflection (APFSDS and russian equivalent)?

Is someone out there with more knowledge about weapon configs willing to help? The Wiki is pretty useless for that matter.

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Anyone got statistical data on chances for deflection (APFSDS and russian equivalent)?

I doubt if it's a statistical thing, I think a ricochet is pretty

much a certainty if the angle of incidence of the arriving

penetrator (the sabot "dart") is large enough. I doubt if that

would be a concept that you could actually model in ArmA,

though.

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what col. Faulkner says regarding angles is certainly true!

Arma already does seem to make those calculations, though. Bullets bounce off of tanks only on certain angles, a percentage of the time (probably based on the angle). The code is there.. can we use it?

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Yes, the angle is important in ArmA. But are there any data on how many "flat-angled" sabots will actually bounce off?

Because the chances are that the sabot hits a "sweetspot" even if the angle is too low to hit full frontal.

Same for small arms. There are ammunition types designed to minimize richocheting (SS190 for example).

Well I set the value to 15 for 120 mm and 17 for 125 mm. Just to see, how many rounds actually bounce off. If there are too many, I will lower the value.

I added deflection to HE rounds, too. Don't think it works the way it should, though (same with AT grenades).

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Will this become a part of your sound/weapons mod Pred?

keep up the good work in the 2007 btw wink_o.gif

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Yes. I try to modify every aspect of the game to a certain level. I can't script or create 3D models. So all I have to work in is the config.

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Anyone got statistical data on chances for deflection (APFSDS and russian equivalent)?

Modern APFSDS ("Sabots"; Russian or not-Russian) do not "like" to ricochet, even at low hit angles. F.e. the most probably slope of front hull plate of T-64/T-72/T-80/T-90 (68 degrees from vertical) would not be enough for ricochet (but more than 80 degrees from vertical would be enough).

In case of older APFSDS and APDS rounds chance of richochet is higher. In case of various AP, APC, APCBC, ACR etc. - much more higher.

HEAT warheads - fuzes of the newest works even at low hit angles (f.e. Panzerfaust 3 warhead will detonate after hit at plate ~75 degrees from vertical).

In case of PG-7 (from RPG; and in case of another older rounds with piezoelectric fuze) chance of ricochet is higher (AFAIR there were rumours about TOW missiles bouncing of T-72 hulls - 68 degrees from vertical - in ODS). But remember that the most of PG-7 and even it`s Chineese copies are said to have self-destruction fuze, which in most cases works even if main fuze does not (f.e. against slat armour).

Do not know any data about deflection probability - but it could be assumed that modern APFSDS ricochet only when hitting high oblique (80+ degrees?) plates, and for modern HEAT warheads - 75+ degrees.

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guys should try Red Orchestra.. its so great playing tanks against someone that doesnt know so much about deflection.

In RO its possible to just park your tank with a small angle to his tank, it will deflect if there is like 45 degrees diffrence.

In ArmA you say its a chance thing, that kinda suck.

But if a group of modders can transform a Unreal game and get more realistic tank behaviours then BIS..hmm, its sad.

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RO the mod or RO the game? If the game, then you need to pipe down there.

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