kuIoodporny
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Everything posted by kuIoodporny
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The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
sultanofswing, I thought it's obvious that traction is not issue there. I don't know why you try to prove that I'm wrong. If anything, the problem is with offroad having too much traction, not tank speed. -
The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
The offroad weighs around 2000 kgs, has at least 150HP engine. The tank has engine that is 10 times as powerful, but whole vehicle weighs 30 times as much. I hope you can do the rest maths yourself, also maybe notice that terrain shape isn't helping. -
The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
I don't see any issue there. -
The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
At first sounded interesting, but I cannot repro the issue. -
Arma 3 tanks config guidelines
kuIoodporny replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
Not much here can be done. At least not soon. -
Olds, I hope you will deliver us something I cannot for various reasons ;) thumbs up!
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Crawling or swimming your way out of Stratis is also possible I succeeded the latter
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Arma 3 tanks config guidelines
kuIoodporny replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
I think there's little we can do with friction, but I'll double check that. -
Arma 3 tanks config guidelines I ate my wisdom tooth on it. Is that good enough reason?
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The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
The longer barrel of Kuma will allow it to have up to 10% better armour piercing power compared to Slammer's main gun. -
The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
Pink camo and fluffy antenna coating. Other than that, there was mispositioned armour plate inside tank which possibly made it too vulnerable to front attacks compared to other tanks. -
Arma 3 tanks config guidelines
kuIoodporny replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
Unfortunately not. There is hard limit of 18 or 20 wheels per vehicle, I don't remember exact number. -
The AAF Tank is freaking amazing!
kuIoodporny replied to shifty_ginosaji's topic in ARMA 3 - GENERAL
There are some tweaks awaiting in regards of Kuma's firepower and armour. Unfortunately on hold due to data lock, but probably soon after patch it should arrive on development branch. -
Advanced Combat Sound Environment (A3) WiP Thread
kuIoodporny replied to tpM's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There are no event handlers on ammo explosions. -
Armor & Penetration: how it works & how it could work
kuIoodporny replied to olds's topic in ARMA 3 - GENERAL
The sample model for T-72 has been released together with tools. Please open \Steam\SteamApps\common\Arma 3 Tools\Samples_F\Test_Tank_01 -
Advanced Combat Sound Environment (A3) WiP Thread
kuIoodporny replied to tpM's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not every explosion can be handled easily, but we investigate the issue. Projectile explosions are implemented already, but there are areas where we'll probably have to keep using the vanilla sound engine. -
Advanced Combat Sound Environment (A3) WiP Thread
kuIoodporny replied to tpM's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Please remember that our team members are involved in variety of other Arma projects. There is steady progress on mod's engine and content (sounds) regardless - we are relatively close to release. -
Armor & Penetration: how it works & how it could work
kuIoodporny replied to olds's topic in ARMA 3 - GENERAL
As straight as I can: - caliber determines how good bullet is good at penetrating surfaces at typicalSpeed. TypicalSpeed ^ 2 will be reference value for calculating kinetic energy, so 10% increase of velocity leads to 21% increase of kinetic energy - or I should have payed more attention during physics classes. - The BIS 7.62x51 can pierce up to around 12mm RHA (armour.rvmat surface) 50 meters away, but don't expect it to retain much energy afterwards. However armor piercing capability decreases rapidly with range. My calibration routines consist of: - apply muzzle velocity, - tune ballistic trajectory up to available data, - empirical testing of penetrability - shooting at various armoured objects using our debug output, - applying necessary tweaks. Hope it's useful info. If you're curious, we are able to achieve perfect fidelity of penetrability we want given round to achieve ;) -
Arma 3 tanks config guidelines
kuIoodporny replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
We don't have minimalHit and explosionShielding params support on main vehicle class. Not like I wouldn't like it to be done, it's just not there and programmers have more important tasks f.e. performance. -
Armor & Penetration: how it works & how it could work
kuIoodporny replied to olds's topic in ARMA 3 - GENERAL
There is nothing new in here for me. Regarding penetration values, data is self-consistent and doesn't require more tweaking. Obviously main vehicle class misses minimalHit and explosionShielding params when compared to hitpoints, but our programmers have more important tasks. Sakura_Chan, HitHull and HitFuel classes for tracked and wheeled vehicles respectively are handling internal damage. This is the reason why there is ability to destroy tank even with weaker rounds like 30mm APFSDS, if you know where to shoot and at which angle. I invite you to my Arma 3 tanks config guidelines thread, instead of trying to reinvent the wheel. You can always release a mod with your tweaks, I encourage you to do so :) -
Congratulations on release. Awesome stuff!
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Depends where you hit. Kuma has thickest front armor of all MBTs ingame.
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It's done. Hopefully not fixed too much.
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Please enlighten us with details of how night vision mode works in MBT gunner primary sights across the world since last two decades. Also, what difference is between real world counterparts of tanks present in the game, and how would you implement these differences ingame. I personally think the 120mm cannon in config of T-100 is going to be replaced with different cannon.
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Fixed