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Nice_Boat

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About Nice_Boat

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  1. Nice_Boat

    Nice_Boat Tank Damage System

    New version uploaded for bugfixing and balancing purposes. It's quite different from the last one, so those of you who liked the previous one might want to try it out :)
  2. Nice_Boat

    Nice_Boat Tank Damage System

    PG7V hit = 330 PG7VL hit = 500 PG7VR hit = 650 ... here you go. The values I used - I'm not saying they're perfect - that's the point of releasing an open alpha. If you see something contradicting the RL effects - please post this stuff with sources. It's going to make this mod better.
  3. Nice_Boat

    Nice_Boat Tank Damage System

    Well, personally I don't think PG7 should cause casualties in M1A2 crews, but oh well... as I said before, it seems to be the engine thingie. It has a good side - it accounts for the psychological casualties. I think it's ok to assume that any tank hit by 5 AT weapons simultaneously wouldn't be able to continue the mission - so in terms of combat effectiveness the result is ok. But that's just my point of view.
  4. Nice_Boat

    Nice_Boat Tank Damage System

    Simon C - vehicle armor tends to fragment inside IRL even if it's not breached. This applies more to KE than CE, but it's there - so it's not that much of an issue. And you're right - I guess it's an enigne thingie, so I can't do much about it. As far as I know I can increase the lethality of attack in terms of crew damage, but I can't decrease it via script. Munger - yes, it can depend on the exact part hit - although I have no knowledge in terms of modelling, so I'm not going to dwell there. I could make the effects of hit increase if the vehicle was hit from side or rear, but I'm not sure it's really necessary. BIS stuff seems to work just fine in terms of multiplying the damage per the location hit.
  5. Nice_Boat

    Nice_Boat Tank Damage System

    ERA was taken into account in the config. I'm not sure if I want to take it into account in the scripts (maybe by increasing the "armor attrition" rate for ERA-equipped tanks?). The difference between CE and KE munitions was taken into account by increasing the damage done by KE by 33% (as the armor value represents RHA equivalent against CE warheads). Javelin and A-10 cannon are working outside the system - basically as insta-kill weapons. Future releases may incorporate the decrease in performance of KE rounds over longer distances - although this feature doesn't have high priority as of now since there are no popular desert maps and I think that the current engagement ranges pretty much justify allowing all weapons to deal maximum damage. Next big release if no serious bugs are found will focus on introducing proper loadouts and designations, as well as code optimalisation (gotta learn to do .sqf someday... :D).
  6. Nice_Boat

    Nice_Boat Tank Damage System

    Fixed, should be ok in the next release. Thanks for the report! EDIT: Uploaded fixed version. You shouldn't encounter this bug anymore.
  7. Nice_Boat

    Nice_Boat Tank Damage System

    It is based on hit points system, but it still checks if the penetration occured (ie. hit value of the munition was higher then the armor value of the vehicle). It's meant to prevent things like "invincible Abrams" or "I've been shooting at that APC with 25mm APFSDS for 10 minutes and it's still not going down". I don't know if there's a better way - if the script gets too big, it's going to cause SERIOUS lag every time someone fires a machinegun at a vehicle :j: The thing I'm most concerned about is how do missile weapons and bombs deal with the heavier tanks in this release - because I'm getting mixed results myself. On the other hand, cannon and autocannon rounds seem to work just fine.
  8. Nice_Boat

    Nice_Boat Tank Damage System

    I'm not that sure about SABOT rounds - as it stands, 1 good hit may render Abrams ineffective (mobility kill and/or gun damage), but it should require a bit more to actually blow it up. I'm not quite happy with the way high-damage AT weapons work, but I guess I'm going to find a way to fix it in the next release. Remember it's still in the alpha stage :)
  9. Nice_Boat

    Nice_Boat Tank Damage System

    New version uploaded. This one seems to be quite playable.
  10. UPDATE - PUBLIC ALPHA 3 This version is mostly for testing purposes - if you want to play instead or providing feedback, you're probably better off using 2.1 alpha instead. use: Place the NBTanks.sqs and NBRandomizer.sqs in your mission folder. Run NBRandomizer ONCE (for example [] exec "NBRandomizer.sqs" in the init field) and NBTanks for EVERY supported unit (this addEventHandler ["handledamage", {_this exec "NBTank.sqs"}] in the init field). supported units: M1A1, M1A2 TUSK, Shilka, Tunguska, T34, T72, T90, AAV, BMP2, BMP3, BRDM2, BTR90, LAV25 This system introduces a new damage model, based on penetration rather than hitpoints. Kinetic munitions now penetrate less efectively over 1000m and more effectively under 1000m. Different armor values are used against KE and CE as well as for side, rear and top hits. This version has debug mode enabled, returning the penetration and armor value used when a hit occurs. It is also quite laggy (will be fixed when I release a .sqf version), so if you want to play instead of testing please use alpha2. This time I'd also like to collect your suggestions as far as the armor/penetration values are concerned - you can spot them easily if you open "NBTanks.sqs". Bugfixes and changes: - code rewritten, the system now runs independent of the addon config - KE munitions are less effective over long distances - different armor values for KE and CE - damage accumulation abandoned - randomization depending on the munition used - runs independent of config values, everything is script based now Download link: http://www.sendspace.com/file/k9lcmf version: public Alpha2.1 instalation: Place the NBTanks.pbo in your AddOns folder. This is a small and simple addon (or should I say fix?) modifying the armor values of the APCs/IFVs and tanks to more realistic levels and introducing new damage system based on penetration rather than hit points. The system features modified config values for armored vehicles and AT armament, as well as an attrition system if the tank was damaged earlier. Bugfixes and changes: public Alpha2 - some vehicles used to be invincible; this is no longer the case - added modified weapon config values - armor config tweaks - slight randomization, allowing for up to 25% more penetration to keep things interesting - introduced damage accumulation if the vehicle was hit hard enough earlier public Alpha2.1 - fixed critical bug allowing to easily kill a damaged tank with any weapon The purpose of this release is still gathering feedback and finding bugs. Download link: http://www.sendspace.com/file/bo2ors Armaholic mirror: Tank Damage System v2.1 Alpha A better mirror would again be very appreciated :p
  11. Nice_Boat

    HandleDamage Shortcomings

    I did write something simple and it seems to work just fine: _target = _this select 0 _selection = _this select 1 _damage = _this select 2 _attacker = _this select 3 _ammo = _this select 4 ? _damage < 1 : exit _target setHit [_selection, _damage] The idea is simple: Armor value in the config file represents the top armor thickness of the vehicle, Hit value represents the penetration of a weapon. If the weapon hits multiple selections, the more fragile ones will get damaged to 1 (ie - destroyed), while others will be ok (for example a frontal hit will always destroy the lights, while a low hit has high odds for disabling the tracks without damaging any other parts of the vehicle - so I think it works just fine). That way actually aiming that RPG before engaging a tank will be the difference between mobility kill and no effect. Of course it would require a general overhaul of the .cpp files for weapons and armored vehicles to work realistically, as the default BIS values are "a little bit" arbitrary. Also, it could take into account the fact that HEAT rounds always penetrate more or less the same amount of RHA, while kinetic projectiles have less power over long distances (as simple as _target distance _attacker and then doing something with the value using some simple formula to modify the damage after checking if the impacting round is on the list of SABOT and perhaps HMG rounds). Of course some randomization could be easily added too: ? _damage + random 0.5 < 1 : exit would work just fine while still retaining the penetrated-destroyed, ricocheted-no effect approach. Another good thing about it is that it could simulate birdcage armor pretty well, perhaps even ERA too. Heck, I'd do it myself if not for my poor .cpp skills :mad: Anyway, if such a system was implemented (or, even better - became a standard with the addon makers), ArmA2 would be a giant step closer to actually simulating warfare, especially if someone converted NWD's excellent Fire Control System... I mean, we already have FLIR, after these two issues are solved ArmA2 is going to feel more or less like Steel Beasts, dropping the unrealistic Battlefield 2 approach to vehicle combat .
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