Spring:1944 dev and testing
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- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Seems like the range calculation may be borked.
My tests indicated that a T60 firing at a Panther from maximum range does zero damage. A T60 firing from around 1/2 range takes a Panther down to somewhere between 2/3 and 1/2 health (so, 3-burst kill). Any closer and it becomes a 2-burst or even 1-burst kill.
My tests indicated that a T60 firing at a Panther from maximum range does zero damage. A T60 firing from around 1/2 range takes a Panther down to somewhere between 2/3 and 1/2 health (so, 3-burst kill). Any closer and it becomes a 2-burst or even 1-burst kill.
Max range on T-60 should do 0 damage, the weapons are set up to accurately reflect the real penetration curves of the guns.
I won't go into detail with the maths, but with a QUALITY of 1801 (The current value Nemo adopted recently):
At 100 range: 29mm penetration vs. weighted average protection of panther @93.95mm
= 726 HP deducted (from 9395)
= 13 hits = 4 bursts.
At 500 range: 16mm penetration vs 93.95mm
= 304 HP deducted
= 31 hits = 8 bursts
Now, lets consider a QUALITY of 3602
At 100 range:
=182 HP deducted
= 52 hits = 13 bursts
At 500 range:
=58 HP deducted
= 162 hits = 41 bursts
Obviously, doubling QUALITY has a huge effect, with more gradual changes we can find a more suitable 'sweetspot'.
I won't go into detail with the maths, but with a QUALITY of 1801 (The current value Nemo adopted recently):
At 100 range: 29mm penetration vs. weighted average protection of panther @93.95mm
= 726 HP deducted (from 9395)
= 13 hits = 4 bursts.
At 500 range: 16mm penetration vs 93.95mm
= 304 HP deducted
= 31 hits = 8 bursts
Now, lets consider a QUALITY of 3602
At 100 range:
=182 HP deducted
= 52 hits = 13 bursts
At 500 range:
=58 HP deducted
= 162 hits = 41 bursts
Obviously, doubling QUALITY has a huge effect, with more gradual changes we can find a more suitable 'sweetspot'.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
The actual maths is:
DamageApplied = penetration * e ^(-quality * (armour - penetration))
Where the values of QUALITY I've mentioned before are quality * 2^16 (as BOS doesn't handle floats). Basically the HP deducted for a non-penetrating hit falls off exponentially with the difference between armour and penetration.
edit: So if we really wanted to, we could make any non-penetrating hit do 0 damage.
DamageApplied = penetration * e ^(-quality * (armour - penetration))
Where the values of QUALITY I've mentioned before are quality * 2^16 (as BOS doesn't handle floats). Basically the HP deducted for a non-penetrating hit falls off exponentially with the difference between armour and penetration.
edit: So if we really wanted to, we could make any non-penetrating hit do 0 damage.
*this is a copy of a post in the art and modelling section*
referring to some of the earlier posts regarding use of trenches
A better implementation of this would be to have support for occupiable buildings. -i know s:44 is probably the only mod besides WD that would have any use for it but it would be a cool feature and would allow trenches to be used (if the trench was treated as a building and units could be ordered to occupy it enmasse.)
perhaps this could be done by using some of the transports code and incorporating it into a building (a sort of stationary transport that looks like a building and can't turn around) and set isfireplatform=1 to allow units to fire from the building once loaded into it.
Don't know if it'll work but I'm at least a month away from having a computer to try this stuff
referring to some of the earlier posts regarding use of trenches
A better implementation of this would be to have support for occupiable buildings. -i know s:44 is probably the only mod besides WD that would have any use for it but it would be a cool feature and would allow trenches to be used (if the trench was treated as a building and units could be ordered to occupy it enmasse.)
perhaps this could be done by using some of the transports code and incorporating it into a building (a sort of stationary transport that looks like a building and can't turn around) and set isfireplatform=1 to allow units to fire from the building once loaded into it.
Don't know if it'll work but I'm at least a month away from having a computer to try this stuff
but wont the units inside the transport automatically get paralyzed?mecha wrote:*this is a copy of a post in the art and modelling section*
referring to some of the earlier posts regarding use of trenches
A better implementation of this would be to have support for occupiable buildings. -i know s:44 is probably the only mod besides WD that would have any use for it but it would be a cool feature and would allow trenches to be used (if the trench was treated as a building and units could be ordered to occupy it enmasse.)
perhaps this could be done by using some of the transports code and incorporating it into a building (a sort of stationary transport that looks like a building and can't turn around) and set isfireplatform=1 to allow units to fire from the building once loaded into it.
Don't know if it'll work but I'm at least a month away from having a computer to try this stuff
i think someone tried to do this long ago and there were some glitches that made it a non-worthwhile choice ~_~
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
there is no use at all for infantry garrisonable buildings in this mod imo. if a building is in LOS artillery and tanks and generally blowing it to pieces.
does that armour system mean tanks now have tags for armour n quality, and weapons have a tag for penetration? its a nice idea, sure cuts down on armour groups
does that armour system mean tanks now have tags for armour n quality, and weapons have a tag for penetration? its a nice idea, sure cuts down on armour groups
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
war at sea already has some really good quality ww1 ship models you could use
http://spring.clan-sy.com/phpbb/viewtop ... ht=war+sea
http://spring.clan-sy.com/phpbb/viewtop ... ht=war+sea
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30