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Thread: Nice_Boat Tank Damage System

  1. #1

    Nice_Boat Tank Damage System

    UPDATE - PUBLIC ALPHA 3

    This version is mostly for testing purposes - if you want to play instead or providing feedback, you're probably better off using 2.1 alpha instead.

    use: Place the NBTanks.sqs and NBRandomizer.sqs in your mission folder. Run NBRandomizer ONCE (for example [] exec "NBRandomizer.sqs" in the init field) and NBTanks for EVERY supported unit (this addEventHandler ["handledamage", {_this exec "NBTank.sqs"}] in the init field).

    supported units: M1A1, M1A2 TUSK, Shilka, Tunguska, T34, T72, T90, AAV, BMP2, BMP3, BRDM2, BTR90, LAV25

    This system introduces a new damage model, based on penetration rather than hitpoints. Kinetic munitions now penetrate less efectively over 1000m and more effectively under 1000m. Different armor values are used against KE and CE as well as for side, rear and top hits.
    This version has debug mode enabled, returning the penetration and armor value used when a hit occurs. It is also quite laggy (will be fixed when I release a .sqf version), so if you want to play instead of testing please use alpha2.

    This time I'd also like to collect your suggestions as far as the armor/penetration values are concerned - you can spot them easily if you open "NBTanks.sqs".

    Bugfixes and changes:

    - code rewritten, the system now runs independent of the addon config
    - KE munitions are less effective over long distances
    - different armor values for KE and CE
    - damage accumulation abandoned
    - randomization depending on the munition used
    - runs independent of config values, everything is script based now

    Download link:
    http://www.sendspace.com/file/k9lcmf



    version: public Alpha2.1

    instalation: Place the NBTanks.pbo in your AddOns folder.

    This is a small and simple addon (or should I say fix?) modifying the armor values of the APCs/IFVs and tanks to more realistic levels and introducing new damage system based on penetration rather than hit points. The system features modified config values for armored vehicles and AT armament, as well as an attrition system if the tank was damaged earlier.

    Bugfixes and changes:

    public Alpha2
    - some vehicles used to be invincible; this is no longer the case
    - added modified weapon config values
    - armor config tweaks
    - slight randomization, allowing for up to 25% more penetration to keep things interesting
    - introduced damage accumulation if the vehicle was hit hard enough earlier
    public Alpha2.1
    - fixed critical bug allowing to easily kill a damaged tank with any weapon

    The purpose of this release is still gathering feedback and finding bugs.

    Download link:
    http://www.sendspace.com/file/bo2ors
    Armaholic mirror:
    Tank Damage System v2.1 Alpha

    A better mirror would again be very appreciated
    Last edited by Nice_Boat; Sep 27 2009 at 14:32.

  2. #2
    I just tried a little bit... maybe not enough but it seems that the M1A2 is now just invincible...
    Rpg7 soldiers don't even try to launch rockets on me. I Still destroy T72 and even T90 with two shots. The T90 don't do anything against the Abrams.

    Is it supposed to be like this ?

    EDIT : I tried with X4 compression time against a T90... My crew started to get injured but the tank still seems perfectly fine. I tried with M1A1 and got same results.
    Last edited by M4Mkey; Aug 23 2009 at 11:48.

  3. #3
    The purpose of this release is to gather feedback and find bugs.
    Its for testing as he stated in his post. Testing and bring back results to him so he can do further work.


  4. #4
    Well, i'm giving feedback :P

    Smaw and Javelin are useless on T90, T72 can be damaged after some time BMP3 quite fast damaged. But still not any tanks exploded. Crew died before.

  5. #5
    I generally quite like it, except that i cannot destroy possibly destroy a M1A1 with anything.
    You may also with to change the damageresistance value so the AI doesnt engange you with their AKM's instead of their RPG7's anymore. It seems like it would fit your mod.

  6. #6
    Master Sergeant Simon C's Avatar
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    Having tested this after removing the new armour values to see if that would make any difference, just leaving the script, I can genuinely say I'm pleased. The T-90 recieved no damage after hitting it with 1200 M240 and 500 M2 rounds, but was destroyed by the main gun of the Abrams in the first hit. The Abrams however now seems invulnerable to anything less than 4 main gun rounds from another Abrams, maybe needs the armour value lowering? RPGs can now only inflict mobility kills, which is realistic and very pleasing. The Javelin can 1-hit destroy the T-90 as in real life, as it is also meant to 1-hit destroy an Abrams, as that's what they tested it on. All in all, I like this, seems to be what people have been asking for for a very long time. Just needs some minor tweaking to get the Abrams to be a bit more vulnerable and it's perfect. 9/10 marks.

  7. #7
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    New version uploaded. This one seems to be quite playable.

  8. #8
    Master Sergeant Simon C's Avatar
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    Ah, I see you've added exclusions for specialised AT weapons, very nice.
    May I suggest you add the Metis to that list to? I'm not sure how well it stands up against the Javelin, but I'd assume it's meant to be about the same sort of power.

    EDIT: Oh, and Tank Sabot Rounds, they should cause more damage to the M1A2, as it stands it takes about 6/7 from the 125mm gun of the T90. Not sure whether GBUs have been affected either, or whether they cause normal damage.
    Last edited by Simon C; Aug 23 2009 at 16:36.

  9. #9
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    I'm not that sure about SABOT rounds - as it stands, 1 good hit may render Abrams ineffective (mobility kill and/or gun damage), but it should require a bit more to actually blow it up. I'm not quite happy with the way high-damage AT weapons work, but I guess I'm going to find a way to fix it in the next release. Remember it's still in the alpha stage

  10. #10
    Goodbye friend, you will be missed.
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    Quote Originally Posted by Nice_Boat View Post
    - introduced damage accumulation if the vehicle was hit hard enough earlier
    Could you explain this one a bit more ?
    It sounds like hitpoints which is basicly not a realistic feature of tankbattles.
    Tanks can be hit 200 times in almost the same spot without penetration or lethal damage.

    Nevertheless, good job, Monk.

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