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kuIoodporny

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Everything posted by kuIoodporny

  1. kuIoodporny

    The AAF Tank is freaking amazing!

    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.
  2. kuIoodporny

    The AAF Tank is freaking amazing!

    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.
  3. kuIoodporny

    The AAF Tank is freaking amazing!

    I don't see any issue there.
  4. kuIoodporny

    The AAF Tank is freaking amazing!

    At first sounded interesting, but I cannot repro the issue.
  5. kuIoodporny

    Arma 3 tanks config guidelines

    Not much here can be done. At least not soon.
  6. kuIoodporny

    Real Armor Mod

    Olds, I hope you will deliver us something I cannot for various reasons ;) thumbs up!
  7. kuIoodporny

    Tipping point mission

    Crawling or swimming your way out of Stratis is also possible I succeeded the latter
  8. kuIoodporny

    Arma 3 tanks config guidelines

    I think there's little we can do with friction, but I'll double check that.
  9. kuIoodporny

    Real Armor Mod

    Arma 3 tanks config guidelines I ate my wisdom tooth on it. Is that good enough reason?
  10. kuIoodporny

    The AAF Tank is freaking amazing!

    The longer barrel of Kuma will allow it to have up to 10% better armour piercing power compared to Slammer's main gun.
  11. kuIoodporny

    The AAF Tank is freaking amazing!

    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.
  12. kuIoodporny

    Arma 3 tanks config guidelines

    Unfortunately not. There is hard limit of 18 or 20 wheels per vehicle, I don't remember exact number.
  13. kuIoodporny

    The AAF Tank is freaking amazing!

    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.
  14. There are no event handlers on ammo explosions.
  15. 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
  16. 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.
  17. 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.
  18. 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 ;)
  19. kuIoodporny

    Arma 3 tanks config guidelines

    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.
  20. 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 :)
  21. kuIoodporny

    BWMod

    Congratulations on release. Awesome stuff!
  22. kuIoodporny

    General Discussion (dev branch)

    Depends where you hit. Kuma has thickest front armor of all MBTs ingame.
  23. kuIoodporny

    Is Arma 3 authentic?

    It's done. Hopefully not fixed too much.
  24. kuIoodporny

    General Discussion (dev branch)

    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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