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May 10 2016

Olds edited Steps To Reproduce on T80199: Add "HEATPenetrability" (in addition to existing "bulletPenetrability").
May 10 2016, 9:45 AM · Arma 3
Olds added a comment to T75717: ppEffect doesn't work for Thermal Imaging vision mode.

same as issue #0015991

May 10 2016, 7:42 AM · Arma 3
Olds edited Steps To Reproduce on T75674: Caliber is Broken for Missiles & Rockets.
May 10 2016, 7:41 AM · Arma 3
Olds edited Steps To Reproduce on T75673: Add Ability to Set (New) Speed for ShotDeploy Submunition.
May 10 2016, 7:41 AM · Arma 3
Olds edited Steps To Reproduce on T75672: Missile & Rocket Ammo Breaks When Using Submunitions.
May 10 2016, 7:41 AM · Arma 3
Olds added a comment to T75179: Weapons damage vehicles regardless of penetration ("caliber") value.

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).

May 10 2016, 7:29 AM · Arma 3
Olds added a comment to T75179: Weapons damage vehicles regardless of penetration ("caliber") value.

@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.

May 10 2016, 7:29 AM · Arma 3
Olds added a comment to T75179: Weapons damage vehicles regardless of penetration ("caliber") value.

@Sakura-Chan: OK, I played around with values and the armorStructural workaround is not perfect but better than I thought:

  1. Increase armorStructural WAY high (e.g. 100000, it appears to be a divisor not a multiplier)
  2. Decrease high-end "hit" values below some vague threshold (say <400).
  3. 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...

May 10 2016, 7:29 AM · Arma 3
Olds added a comment to T75179: Weapons damage vehicles regardless of penetration ("caliber") value.

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.

May 10 2016, 7:29 AM · Arma 3
Olds added a comment to T75179: Weapons damage vehicles regardless of penetration ("caliber") value.

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

May 10 2016, 7:29 AM · Arma 3
Olds edited Steps To Reproduce on T75179: Weapons damage vehicles regardless of penetration ("caliber") value.
May 10 2016, 7:29 AM · Arma 3
Olds added a comment to T74350: ppEffects does not effect Termal Imaging.

Fix this please, simple solution to the overly clear TI issue. It doesn't make sense that you can tweak this for other views (like NVG) but not for TI...

May 10 2016, 7:10 AM · Arma 3
Olds added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

*shameless plug*
http://forums.bistudio.com/showthread.php?171586-Real-Armor-Mod
*Global hitpoints gone; uses BIS's fully ballistic model, not a simplified script overlay like ACE; angles, deflection, HEAT, composites, etc., etc.

May 10 2016, 2:21 AM · Arma 3