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make projectile penetration independent from and trajectory and wound effect over distance
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Description

currently the trajectory is minimal depending on caliber, largely depending on typical speed/ initspeed relation.
To find the correct ordinate for cartridge/weapon configuration i need a certain relation between typicalspeed/initspeed, which also sets a certain hit value and penetration at a certain distance.
In real life a higher kinetic energy/velocity does not equal a higher wound effect.
It would suffice if there was only ball ammunition or only armor-piercing projectiles,
but across ammunition types/shapes, you cannot make differences clear between ball, hollow-point, steel penetrator, armor-piercing or open tip match projectiles.
e.g. an M885 steel penetrator cartridge has the highest penetration roughly the closer one is to the muzzle. The terminal ballistics in soft tissue show, that with the higher the velocity is , the smaller the destroyed area becomes, because the projectile does not tumble at impact.
This way the most destructive velocity only commences much later ( havent calculated it yet ), maybe at 150 meters, and beyond that it becomes less effective.
Also the highest penetration for a similar projectile, but purely lead is the M193, which is softer and less resistance to soft issue, will have the maximum wound effect ( almost same amount though ) at roughly 25 meters.
Without this effect the injured person can still remain partly combat effective and even survive its wounds.

Therefore another variable to set the kinetic energy/projectile resistance combination is necessary to set the highest value at that velocity for penetration.

Details

Severity
Feature
Resolution
Open
Reproducibility
Always
Operating System
Windows 7 x64
Category
Config
Steps To Reproduce

A: Create five ammo configs and respective magazines for the same real life caliber ( e.g. 5.56 x 45 mm ):

  1. is simulating a lead core projectile with an x length barrel

( medium penetration at low to medium ranges, low armor penetration, medium velocity stability over distance )

  1. is simulating a steel penetrator projectile with an x length barrel

( medium penetration at medium ranges, medium armor penetration, medium velocity stability over distance )

  1. is simulating a tungsten penetrator projectile with an x length barrel

( similar low hit values over all ranges, highest armor penetration, high velocity stability over distance )

  1. is simulating an open tip match projectile with an x length barrel

( high hit value at long ranges, low armor penetration, high velocity stability over distance )

  1. is simulating an hollow-point projectile with an x length barrel

( highest hit value at highest velocity, low armor penetration, low velocity stability over distance )

try to find a good value for the ordinate and keep it constant through all ammos ( differences should be negligible ), then start finding
caliber values for penetration and hit values for wound effect, testing it on hard tissue standard object ( e.g. container ) and on a character without body armor.

Result:

no matter how heavily you change the typical speed, you will not find opposing values for the wound effect and penetration, because you can only adjust hit, typicalspeed and caliber. by changing the typical speed heavily you also change the trajectory heavily.

Additional Information

this feature / enhancement would also allow to make body armor penetration independent from the hit value.

Event Timeline

kOepi created this task.Sep 25 2017, 11:34 PM