Please provide the following when creating the Ticket:
**Game Version number: **
1.3.0.157
**Modded?:**
no
**Issue Description: **
Due to the current setup of the explosive configurations as found in the "explosivecontainer" files there are unrealistic and unexpected interactions between explosives and other entities, I have found 2 interacting parts to the configurations that lead to unrealistic behaviour of HE/HE frag shells.
Part 1:
Explosive damage is over represented due to the previous change to a more linear damage reduction curve for explosives, an 81mm mortar HE shell can quite easily cause over 5000 damage in a single shot from 5 meters away. this leads to mortars being exceptionally damaging to high HP objects such as trees and buildings allowing for a few mortar rounds to level large areas of a given map. on top of this the high values of the explosive damage from the curve leads to a large kill zone around any given impact point.
Part 2:
All explosive effects but critically Fragmentation configuration has not had its speed set to realistic speeds. fragmentation has at most a speed of 1000 set when it should be according the gurney equations about 80% of the explosive speed for example the 81mm M821 should have a speed of 7920m/s a frag speed scale of 80% and a gurney constant of 2700 sing it uses composition B. Currently "ExplosiveFragmentationEffect" fails to correctly set the speed, frag speed scale and gurney constant correctly which means that all the frag generated is much less capable than it should be.
There are some other smaller issues with "ExplosiveFragmentationEffect" configuation that are less physics and more incorrect data sets for shells such as the M821. the frag mass scale should be 82.3 as according the "Geneva International Centre for Humanitarian Demining" report "EXPLOSIVE WEAPON EFFECTS OVERVIEW" states the weapon is 17.70% explosive. more details can be found in the document [[ https://www.gichd.org/fileadmin/uploads/gichd/Publications/Explosive_weapon_effects_web.pdf | here ]].
Fragmentation DamageFalloffCurve could also be tweaked to better represent studies into shrapnel effects. as they are currently a little too linear for smaller explosives. the following study showed the relative difference of speed on shrapnel from different sizes of artillery and mortars as well as the different in shrapnel distances vs overpressure showing that even a low 2psi (enough to cause temporary hearing loss) only reached 71 feet (21.64m) with the largest artillery shells and only 11.73m for an 81mm equivalent mortar. [[ https://www.researchgate.net/publication/24415884_Injuries_From_Explosions_Physics_Biophysics_Pathology_and_Required_Research_Focus | study ]]
When both of the above points ae implemented the interaction of High Explosive and High Explosive frag warhead behaves much more realistically with both infantry, vehicles and world items such as buildings and foliage. Explosive damage at point blank is still high but rapidly drops off making way for more reliable fragmentation damage leading to wounds and sometime death from single impacts where previously infantry would be kill in a much larger area owing to the high explosive damage radius. larger warheads also work well under this style of configuration as the larger shell weight, explosive filler and fragmentation count greatly improves the lethality, when combined with extensions of the damage distance of fragmentationeffects it has lead to effective large calibre warheads as well as mortar sized in testing.
Here are a selection of the testing values I have been using for this investigation to experiment with explosives where behaving in the way they are. If you wish to see more details or files of the configurations used to align with real world data on explosive warhead performance.
BaseExplosiveDamage Damage falloff curve
{F5402589}
M821 BaseExplosiveDamage values
{F5402596}
ExplosionFragmentationEffect
{F5402598}
M821 ExplosionFragmentationEffect values
{F5402605}