Dvich
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That would be great for AFVs. Why offloading the the super work loaded GPU when you have a Quad/Octo core CPU?
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I think that a realistic game mechanics (realistic penetrations and "penetration after effects") are in a higher priority since making a smarter AI is worth nothing without this. Both in this thread and in "Armor Warfare" thread we discuss on something that, very sadly, we are not going to see in ArmA 2, we are going to see this hugly importent "feature" in a patch or expansion pack for the very best and that is only if we are going to recruit all the community with us in order to put a pressure on BIS.
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That's a great solution for meantime untill next installment, it is also possible to make a simple logic for penetration (or no penetration, just not armor hitpoints! based on the type of ammunition used, speed (if we take mr.g-c solution then it would be measured by distance) and where the projectile hit (because the type and thickness of armor is different on different points), this solution is very far from being prefect because you can't calculate the angle that the projectile hit on the Y axis (because of lack of ballistics as if we take mr.g-c solution) which is a very big factor in armor penetration, as opposed to all of those disadvantages those two solutions are FAR better than the uber-acradish and very disappointing MBT warfare we have now. Another crtical issue is what happens after penetration, determining where from the projectile penetrates (and with what force if we talk about a kinetic penetrator) wouldn't be so hard as we would only have to measure the angle between the firing tank and the tank that got hit, but the big issue is that we wouldn't be able to know if it hits anything because systems and internal ammunition (etc..) aren't modelled in the tanks 3D modell, I also think that caculating a flying object (not graphicly, just to calculate what the penetrator hits after it penetrates) inside a tank is not supported in the engine as well as clipping (means if the 3D shape is solid), that is a big issue that would require some work.
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That's a very bad news, MBT play a very big role in warfare and the way they work in ArmA (1/2) and OFP is just lame, unrealistic and just plainly ruins the fun, I don't think that scripiting this stuff would be very hard, the only big issue is getting the most authentic information because most of it is classified. My biggest hope for ArmA 2 (along with better AI, physics and proper campaign) was a decent armor warfare realism in a non dedicated MBT sim, guess I won't find it this time. I'm so disappointed!
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Hi, I wish to know how realistic will armor warfare be in ArmA 2, in ArmA 1 (and OFP) it was VERY unrealistic in terms of the systems and systems operation (no fire control computer with laser range finder and modern sights), ammunition and ballistics (sabot rounds explode etc, rounds hit in the exact spot you aim to and in zero time) and armor penetration (armor has damage points where in real life it's either penetration or no penetration where penetration means that if systems or mechanical stuff get hit they cease to work, if the crew get hit they die and if ammunition get hit it's very likley that it will explode). Will it be different this time?