Banderas 0 Posted January 31, 2010 If some of you are using 3rd party armored vehicles in ACE, you might notice that some addons do not work very well with the system by default, being totally indestructible or just partially damageable (on some only tracks can be damaged). Sometimes if you use ACE wound module, you'll end up having the crew unable to be killed no matter what, running around in an invincible BMP. I decided to make replacement configs for 3rd party armor, in order to make them compatible with the newly introduced ACE armor damage system. For starters I begun with Vilas's Russian armor pack. There are problems I've encountered of course, some of may be model-related, but I don't know for sure. At current status the system works perfectly with all the tanks (T-55, T-62, T-64, T-72, T-80) and with some flaws with BMP-2 and BMP-2D. Biggest problem is that right now I cannot make BMP1, BMP1P and 2S6 work with the system, they are simply unscratchable. Here is the first working version of the config //vilas_st_ace.pbo class CfgPatches { class vilas_st_ace { units[] = {}; weapons[] = {}; requiredVersion = 1.010000; requiredAddons[] ={}; }; }; class CfgVehicles { class vil_tank; class vil_bmp1 : vil_tank { ace_minimalhit[] = {16,50 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.500000; ace_p_fire_engine = 0.800000; ace_p_firedetonation = 0.500000; ace_armor_hull[] = {{40,40 },{18,18 },{18,18 },{16,16 },{16,16 },{30,30 } }; ace_armor_turret[] = {{33,33 },{19,19 },{19,19 },{19,19 },{16,16 } }; }; class vil_bmp1p : vil_bmp1 { ace_minimalhit[] = {16,50 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.500000; ace_p_fire_engine = 0.800000; ace_p_firedetonation = 0.500000; ace_armor_hull[] = {{40,40 },{18,18 },{18,18 },{16,16 },{16,16 },{30,30 } }; ace_armor_turret[] = {{33,33 },{19,19 },{19,19 },{19,19 },{16,16 } }; }; class vil_bmp2d : BMP2_Base { ace_minimalhit[] = {16,50 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.500000; ace_p_fire_engine = 0.800000; ace_p_firedetonation = 0.500000; ace_armor_hull[] = {{40,40 },{18,18 },{18,18 },{16,16 },{16,16 },{30,30 } }; ace_armor_turret[] = {{33,33 },{19,19 },{19,19 },{19,19 },{16,16 } }; }; class vil_t55 : vil_tank { ace_minimalhit[] = {40,100 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0.200000; ace_armor_hull[] = {{400,490 },{30,170 },{30,170 },{40,40 },{40,40 },{200,200 } }; ace_armor_turret[] = {{380,490 },{160,200 },{160,200 },{100,120 },{40,40 },{0,0 } }; }; class vil_t55m_pol : vil_t55 { ace_minimalhit[] = {40,100 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0.200000; ace_armor_hull[] = {{400,490 },{30,170 },{30,170 },{40,40 },{40,40 },{200,200 } }; ace_armor_turret[] = {{380,490 },{160,200 },{160,200 },{100,120 },{40,40 },{0,0 } }; }; class vil_t62m : vil_t55 { ace_minimalhit[] = {40,100 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0.200000; ace_armor_hull[] = {{400,490 },{30,170 },{30,170 },{40,40 },{40,40 },{200,200 } }; ace_armor_turret[] = {{380,490 },{160,200 },{160,200 },{100,120 },{40,40 },{0,0 } }; }; class vil_t64 : vil_tank { ace_minimalhit[] = {40,100 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0.200000; ace_armor_hull[] = {{400,490 },{30,170 },{30,170 },{40,40 },{40,40 },{200,200 } }; ace_armor_turret[] = {{380,490 },{160,200 },{160,200 },{100,120 },{40,40 },{0,0 } }; }; class vil_t64bv : vil_t64 { ace_minimalhit[] = {40,100 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0.200000; ace_armor_hull[] = {{400,490 },{30,170 },{30,170 },{40,40 },{40,40 },{200,200 } }; ace_armor_turret[] = {{380,490 },{160,200 },{160,200 },{100,120 },{40,40 },{0,0 } }; }; class vil_t80bv : vil_tank { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_t72M_nsv : vil_tank { ace_minimalhit[] = {40,100 }; ace_era = 0; ace_p_detonation_hull = 0.800000; ace_p_detonation_turret = 0.200000; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.800000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0.200000; ace_armor_hull[] = {{400,490 },{30,170 },{30,170 },{40,40 },{40,40 },{200,200 } }; ace_armor_turret[] = {{380,490 },{160,200 },{160,200 },{100,120 },{40,40 },{0,0 } }; }; class vil_t80U_G : vil_t80bv { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_t80bv_c1 : vil_t80bv { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_t80bv_c2 : vil_t80bv { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_t80U_C : vil_t80u_g { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_t80b : vil_t80bv { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_t80bv_net : vil_t80bv { ace_minimalhit[] = {40,100 }; ace_era = 1; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.200000; ace_p_fire_turret = 0.200000; ace_p_fire_engine = 0.500000; ace_p_firedetonation = 0; ace_armor_hull[] = {{510,540 },{70,230 },{70,230 },{40,40 },{40,40 },{200,200 } }; ace_era_hull[] = {{200,450 },{50,300 },{50,300 },{0,0 },{50,300 },{0,0 } }; ace_era_coverage_hull[] = {0.900000,0.500000,0.500000,0,0 }; ace_era_blocks_hull[] = {8,5,5,0,0 }; ace_armor_turret[] = {{670,740 },{420,580 },{420,580 },{140,140 },{40,40 } }; ace_era_turret[] = {{250,600 },{250,600 },{250,600 },{0,0 },{50,300 } }; ace_era_coverage_turret[] = {0.700000,0.300000,0.300000,0,0.300000 }; ace_era_blocks_turret[] = {8,5,5,0,4 }; }; class vil_2s1 : vil_Tank { ace_minimalhit[] = {12,50 }; ace_era = 0; ace_p_detonation_hull = 0; ace_p_detonation_turret = 0; ace_p_detonation_engine = 0.200000; ace_p_fire_hull = 0.700000; ace_p_fire_turret = 0.700000; ace_p_fire_engine = 0.800000; ace_p_firedetonation = 0.800000; ace_armor_hull[] = {{10,10 },{10,10 },{10,10 },{10,10 },{10,10 },{7,7 } }; ace_armor_turret[] = {{9,9 },{9,9 },{9,9 },{9,9 },{9,9 } }; }; }; note: values are only temporarly copied from the most corresponding ACE classes. What I tried so far is to give different "ClassHitpoint" values for them, redefine base class from "vil_tank" to "BMP2_base", drastically lower ACE minimalhit and armor values (even to 1), none of them worked. Other problem is that in the case of these vehicles, when I get them targeted by AI gunner, they target above them (this may be related to the mode only). I've made many tests, only weapons I was able to destroy these were GBU-12 and AGM-65 rockets. Down from Hellfire they cannot be harmed. Of course I tried ACE ammo, Vilas default ammo, there weren't any difference. Ps.: of course I've contacted Vilas, ACE team members and others about these, but as they're busy person I decided to attack the problem on more fronts. Ps2.: If someone could explain how exactly these values: "ace_minimalhit"; "ace_armor_hull"; and "ace_armor_turret" functions, and can give me some enlightment about the values, I would be very grateful. so what the values mean in this: ace_armor_hull[] = {{10,10 },{10,10 },{10,10 },{10,10 },{10,10 },{7,7 } }; Share this post Link to post Share on other sites
king homer 1 Posted January 31, 2010 You're problem with the BMPs might be caused by no proper selection names. The armor script still uses the hitpoints like "vez", "telp" and "motor". If these are changed script will not recognize any hit. class T90: Tank { ace_minimalhit[] = {39,100}; //[min dir hit of ke/heat ammo,min indir hit of HE ammo] ace_era = 1; //is equipped with era ace_p_detonation_hull = 0; //prob of detonation when hit with powerful incendiary ammo ace_p_detonation_turret = 0; ace_p_detonation_engine = 0; ace_p_fire_hull = 0.2; //prob of fire when hit with powerful incendiary ammo ace_p_fire_turret = 0.2; ace_p_fire_engine = 0.5; ace_p_firedetonation = 0; //prob of detonation when on fire // {{frontKE,frontCE},{leftKE,leftCE},{rightKE,rightCE},{backKE,backCE},{topKE,topCE},{bottomKE,bottomCE}} // note bottom needed only for hull ace_armor_hull[] = {{510,540},{70,230},{70,230},{40,40},{40,40},{200,200}}; ace_era_hull[] = {{200,450},{50,300},{50,300},{0,0},{50,300},{0,0}}; //additional {KE/CE} protection by era ace_era_coverage_hull[] = {0.9,0.5,0.5,0,0}; //probability of hitting an era block per side ace_era_blocks_hull[] = {8,5,5,0,0}; //number of era blocks per side ace_armor_turret[] = {{670,740},{420,580},{420,580},{140,140},{40,40}}; ace_era_turret[] = {{250,600},{250,600},{250,600},{0,0},{50,300}}; ace_era_coverage_turret[] = {0.7,0.3,0.3,0,0.3}; ace_era_blocks_turret[] = {8,5,5,0,4}; }; Here you have the parameters commented. They data is based on KE/CE RHA equivalent from many sources. You need also a special ace_hit value in CfgAmmo to count in any ammo. The value is representing RHA penetration in mm @ 1000 m / 0°. Share this post Link to post Share on other sites
Banderas 0 Posted January 31, 2010 You're problem with the BMPs might be caused by no proper selection names. The armor script still uses the hitpoints like "vez", "telp" and "motor". If these are changed script will not recognize any hit. Ok, so it might be the case that these are defined incorrectly in the original config? In the original one there is a common "vil_tank" class, with defined "classhitpoint" values, and those are distributed to all the different vehicles (except for BMP2, which seemingly uses vanilla classes). This class looks like that originally (only hitpoints): class Tank : LandVehicle {}; class vil_Tank : Tank { class HitHull { armor = 1; material = 0; name = "telo"; visual = "telo"; passThrough = 1; }; class HitLTrack { armor = 0.15; material = 0; name = "pas_L"; visual = "pas_L"; passThrough = 1; }; class HitRTrack { armor = 0.15; material = 0; name = "pas_P"; visual = "pas_P"; passThrough = 1; }; class HitEngine { armor = 0.4; material = 0; name = "motor"; visual = "motor"; passThrough = 1; }; weapons[] = {}; magazines[] = {}; class Turrets { class HitTurret { armor = 0.8; material = 0; name = "vez"; visual = "vez"; passThrough = 1; }; class HitGun { armor = 0.4; material = 0; name = "zbran"; visual = "zbran"; passThrough = 1; }; I checked and the "names" should be good according to other configs. I was thinking about changing "armor", "material" and "passthrough" values, if it has to do with it. Here you have the parameters commented. They data is based on KE/CE RHA equivalent from many sources. You need also a special ace_hit value in CfgAmmo to count in any ammo. The value is representing RHA penetration in mm @ 1000 m / 0°. Thank you, that explains them all :) Share this post Link to post Share on other sites
ricoadf 0 Posted January 31, 2010 Ok, so it might be the case that these are defined incorrectly in the original config? He probably means the model, the area effected needs to have a 'selection' designated. Which means you need to pester the original maker to modify their addon, and not all of us are interested in ace so you may not get compliance from all. Share this post Link to post Share on other sites
Banderas 0 Posted January 31, 2010 Sorry to sound noob about it, but I didn't ever made an addon, so I know virtually nothing about many things:( So that means that it would need alterations in the *.rvmat files? Well then I'll wait for an update from Vilas in that case I guess. Share this post Link to post Share on other sites
king homer 1 Posted January 31, 2010 He probably means the model, the area effected needs to have a 'selection' designated. Which means you need to pester the original maker to modify their addon, and not all of us are interested in ace so you may not get compliance from all. Yeah exactly. Probably the selections are not named properly or missplaced. I don't know. You better ask Vilas. Share this post Link to post Share on other sites
Banderas 0 Posted January 31, 2010 Thank you, will do Share this post Link to post Share on other sites
Q1184 0 Posted January 31, 2010 Actually, the system supports non-standard selection names (so model maker can name hull selection "mysuperhull" instead of conventional "telo", for example). The problem with invincible vehicles might arise when the names of selections in the config (under class Hitpoints) don't correspond to the names in the model. It's an addonmaker's mistake, and it can be fixed quite easily. Share this post Link to post Share on other sites
ricoadf 0 Posted January 31, 2010 Sorry to sound noob about it, but I didn't ever made an addon, so I know virtually nothing about many things:( lol no problem mate, we all had to start somewhere :) So that means that it would need alterations in the *.rvmat files? Well then I'll wait for an update from Vilas in that case I guess. The models are .p3d format. As already stated, Vila is the best port of call ;) It's an addonmaker's mistake, and it can be fixed quite easily. It's not an addon makers mistake if they didn't make it for ACE :P. In general its best to speak to the creator. Share this post Link to post Share on other sites
Q1184 0 Posted January 31, 2010 (edited) It's not an addon makers mistake if they didn't make it for ACE :P. In general its best to speak to the creator. It is. Read carefully what I called the mistake - hitpoint selections won't work even with vanilla damage system if you don't set the names properly. Edited January 31, 2010 by Q1184 Share this post Link to post Share on other sites
Banderas 0 Posted January 31, 2010 (edited) The models are .p3d format. As already stated, Vila is the best port of call ;) Yes, I mixed them up, because somewhere I read rvmat can contain ammo resistance defined, depending on material type (wood, metal, glass, ect.) so I thought it has to be changes. But now I read after the selection names, I know it's in the p3d model actually. It is. Read carefully what I called the mistake - hitpoint selections won't work even with vanilla damage system if you don't set the names properly. well it might be the case, as I stated it works with almost every other vehicles in the pack. To be honest it's a tiny bit of mistake compared to the amount of work Vilas has done so far. Of course I report it for him asap. Edited January 31, 2010 by Banderas Share this post Link to post Share on other sites
Banderas 0 Posted February 3, 2010 (edited) Yesterday I added ACE ammo configurations to the ammo carried by the vehicles class ShellBase; class MissileBase; class CfgAmmo { class vilas_HE73mm : ShellBase { ace_incendiary = 0.300000; }; class vilas_AP73mm : ShellBase { ace_heat = 1; }; class vil_HE122mm : ShellBase { ace_incendiary = 0.300000; }; class vil_HEAT122mm : ShellBase { ace_heat = 1; }; class vil_HE100mm : ShellBase { ace_incendiary = 0.300000; }; class vil_AP100mm : ShellBase { ace_heat = 1; }; class vil_SB100mm : ShellBase {}; class vil_HE115mm : ShellBase { ace_incendiary = 0.300000; }; class vil_AP115mm : ShellBase { ace_heat = 1; }; class vil_SB115mm : ShellBase {}; class vil_HE125mm : ShellBase { ace_incendiary = 0.300000; }; class vil_AP125mm : ShellBase { ace_heat = 1; }; class vil_SB125mm : ShellBase {}; class vil_AT8 : MissileBase { ace_heat = 1; }; class vil_AT11 : MissileBase { ace_heat = 1; }; class VILas_AT3_Sagger : MissileBase { ace_heat = 1; }; }; note: I figured out that "SB" ammo are sabot and "AP" labelled are actually HEAT type shells. Will it be good as it is, or should I give every value for them than counts, for example: class vilas_HE73mm : ShellBase { ace_incendiary = 0.300000; ace_tandemheat = 0; ace_heat = 0; ace_topattack = 0; ace_aa = 0; }; I didn't mess with the original values like "hit", "indirecthit", "explosive", ect. because they seemed correspondent to other such values in the vanilla game (and I didn't see ACE touched those). Examples: 100mm HEAT: vil_AP100mm hit = 490; indirectHit = 20; indirectHitRange = 0.75; typicalSpeed = 1000; explosive = 0.8; cost = 1000; deflecting = 15; model = "\ca\Weapons\shell"; 100mm sabot: vil_SB100mm hit = 425; indirectHit = 0; indirectHitRange = 0; typicalSpeed = 1400; explosive = 0; cost = 1000; deflecting = 12; model = "\ca\Weapons\shell"; Edit: or so I have to give this to every ammo?: ace_hit = xxx; Edited February 3, 2010 by Banderas Share this post Link to post Share on other sites
Q1184 0 Posted February 3, 2010 It all looks fine to me. HE73mm is probably OG15 for BMP-1 cannon - it probably should have ace_heat = 0 (default value for Shellbase is 1). You can look at shellbase/missilebase ace_*** settings and see what is inherited and what has to be changed. 'ace_hit' means to represent RHA penetration of this ammo at 1 km. If it's absent, 'hit' will be used instead. Share this post Link to post Share on other sites
Banderas 0 Posted February 3, 2010 Thanks very much, I'll look into it. I asked this "ace_hit" because I don't recall to see it in any other configs, but I'll search for these data (RL penetration is given I suppose?). Share this post Link to post Share on other sites
king homer 1 Posted February 4, 2010 Yes it's dependent on the RL RHA penetration data at 1000 m distance / 0° . If you check ACE2 cfgAmmo configs you will most likely see for every ammunition type an ace_hit paramater. Share this post Link to post Share on other sites
Banderas 0 Posted February 17, 2010 Does anybody have some data about T-64 armor protection? All I can find is estimated front armor, I'd need some estimates about hull: side, rear, top, bottom; turret: side, top, rear for the T-64A and T-64B Share this post Link to post Share on other sites
Jingle 0 Posted February 18, 2010 Found a handy guide - probably not 100 percent accurate but you could use it as a guide. http://www.members.tripod.com/collinsj/protect.htm Share this post Link to post Share on other sites
CSP.Wizard 10 Posted March 4, 2010 Here you have the parameters commented. They data is based on KE/CE RHA equivalent from many sources. You need also a special ace_hit value in CfgAmmo to count in any ammo. The value is representing RHA penetration in mm @ 1000 m / 0°. your post is very helpful, thanks. But could you provide some more detailed description of the values: for T90: ace_armor_hull = {{510, 540}front?, {70, 230}left side?, {70, 230}right side?, {40, 40}left truck?, {40, 40}right truck?, {200, 200}rear?}; ace_era_hull = {{200, 450}front?, {50, 300}left side?, {50, 300}right side?, {0, 0}unclear?, {50, 300} unclear?, {0, 0}unclear?}; ace_armor_turret = {{670, 740}front?, {420, 580}left side?, {420, 580}right side?, {140, 140}rear?, {40, 40}roof?}; ace_era_turret = {{250, 600}front?, {250, 600}left side?, {250, 600}right side?, {0, 0}rear?, {50, 120}roof?}; Share this post Link to post Share on other sites
Q1184 0 Posted March 4, 2010 your post is very helpful, thanks. But could you provide some more detailed description of the values:for T90: ace_armor_hull = {{510, 540}front?, {70, 230}left side?, {70, 230}right side?, {40, 40}left truck?, {40, 40}right truck?, {200, 200}rear?}; ace_era_hull = {{200, 450}front?, {50, 300}left side?, {50, 300}right side?, {0, 0}unclear?, {50, 300} unclear?, {0, 0}unclear?}; ace_armor_turret = {{670, 740}front?, {420, 580}left side?, {420, 580}right side?, {140, 140}rear?, {40, 40}roof?}; ace_era_turret = {{250, 600}front?, {250, 600}left side?, {250, 600}right side?, {0, 0}rear?, {50, 120}roof?}; The order is always {front, left, right, rear, top, <if present>bottom} Share this post Link to post Share on other sites