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- User Since
- Nov 9 2013, 3:32 PM (564 w, 10 h)
May 10 2016
same as issue #0015991
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).
@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...
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.
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
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...
*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.