Weapon penetration and vehicle armor work as expected via CfgAmmo "caliber" and vehicle "Fire Geometry". HOWEVER, weapons with any substantial "hit" values (e.g. 50+) will damage and destroy heavily armored vehicles no matter what their "caliber" value (or whether they have one at all).
Description
Details
- Legacy ID
- 2593328018
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Gameplay
Fire GPR-T from a Marshall at the front hull of a Slammer. (Alternately, modify CfgAmmo to create a weapon type with "hit" value of 200 and a very low "caliber" value of 1).
RESULT: tank is damaged and eventually destroyed.
EXPECTED: tank should not take *any* damage from such *completely non-penetrating* hits.
I think there is a relatively "easy" fix for this: change the damage calculation to respect a weapon's "caliber" value before passing on its "hit"/damage. No "caliber" value would result in the current behavior, but any weapon with a "caliber" value would have to penetrate before causing damage.
Relatively realistic vehicle damage could then be achieved by assigning appropriate "caliber" values to most weapons (including many missiles and rockets which have no caliber value currently). e.g. a weak RPG with a substantial "hit" value but poor penetration (low "caliber") will NOT destroy a heavily armored MBT.
Event Timeline
Here is a more thorough description of the issue and potential solution:
http://forums.bistudio.com/showthread.php?171367-Armor-amp-Penetration-how-it-works-amp-how-it-could-work
The current behavior is not, I think, the intended behavior. If you read through the "Arma 3 Tanks Config Guidelines" you find this comment: "When KE round penetrates the armor plates, it passes the damage to HitHull hitpoints array as seen in example model. The hitpoint vertices ... cannot be activated by rounds that fail to penetrate armor." This is plainly not what is happening in the game currently--non-penetrating hits damage & destroy the most heavily armored of vehicles.
This seems to be controlled by the armorstructural value in the vehicle config. It applies any hit value x armorstructural accross the entire vehicle's damage value. Increasing the armorstructural value a hundred fold seems to remove this overall damage system and let the hitpoints do their job
@Sakura-Chan: Sadly this workaround doesn't fix the problem. I increased armorStructural to 100000 on the Slammer. While it made the front hull somewhat immune to non-penetrating hits, all other vehicle parts and angles were still susceptible.
ArmorStructural might actually dampen global damage correctly. The problem is that there is still a bug in the damage formula. Non-penetrating hits pass damage on to hit locations.
@Sakura-Chan: OK, I played around with values and the armorStructural workaround is not perfect but better than I thought:
- Increase armorStructural WAY high (e.g. 100000, it appears to be a divisor not a multiplier)
- Decrease high-end "hit" values below some vague threshold (say <400).
- Use "caliber" judiciously to cause armor penetration; add it to (AT) weapons that don't have it (i.e. missiles & rockets)
There is *still* a bug in the damage calculation that allows high "hit" values (e.g. 400+) to cause locational damage regardless of "caliber" penetration. Also, I don't think getting rid of global-damage is what BIS had in mind, but I can certainly live with it.
I'm still testing this workaround to see if there are any flaws or limitations...
Please note that indirectHit damage *also* appears to ignore caliber and armor thickness limitations when causing damage (only explosionShielding prevents this--but that is a per location property and not based on Fire Geometry armor thickness as it should be in an ideal case).