1. Yep, it isn't compatibile with ACE units, in fact in TDS are used armor and penetration values taken from ACE armor configs, so, for exampe, T-90 is surprisingly resistant (better than Abrams) and Abrams HE ammo works as HEAT...
2. TDS recognizes only certain, and configured vehicles, but there is possibility to add new (and to remove not used to make script more light, if needed), quite simply, if only someone do not afraid some code editing
and know real armour/ammo parameters of these vehicles. Currently are supported generic Arma 2 only armoured vehicles (OA and so on not covered, haven't any of later released Arma 2 expansions, so can't test), vehicles from Duala, and some other from Vilas' Polish army addon, but older version. If someone needs some assistance with this - I will by glad to help.
This is typical line for tank armor config:
PHP Code:
{if (_target isKindOf "M1A2_TUSK_MG") then {_armorCE = 1035; _armorKE = 720; _surviv = 30;_sidePKE = 0.54;_sidePCE = 0.62;_rearPKE = 0.11;_rearPCE = 0.17;_topPKE = 0.06;_topPCE = 0.04;_bottomPKE = 0.42}
_armorCE it is base RHA armor value against HEAT ammo, _armorKE - against kinetc/explosive ammo. _surviv is divisor of taken damage if penetration occurs, rest are multipliers of base KE/CE armor for hits from sides/rear/top/bottom;
And ammo config example:
PHP Code:
if (_ammo isKindOf "Sh_120_SABOT") exitwith {_penetration = 805 + NBRand50; _kinetic = true}
Contains ammo class name, base RHA penetration with some random factor (from + 0 to + 50 in this case) and kind of hit.
If penetration is greater, than armor value (also with some randomization) then, and only then, overall damage (after some re-calculations) is applied. Often this means instant kill, but if weapon is weak and/or _surviv variable high, there may occur "non-kill" penetration with damage less than 1. Then also crew gets injuries (normal crew injuries, that are to high and that occurs even without penetration are overrided by TDS, otherwise crew die quickly inside not damaged tank...). TDS supports also mines and independent crew, gun, turret, tracks and wheel damage...
3. About working SADARM (creating submunition when fired from gun with ARTY module synchronized and above vehicle target) just replied in blackace's thread, it is separate thing, here I did, that TDS recognizes SADARM submunition classname and calculate proper (well... up to about 130 mm RHA penetration, that info I found for US SADARM and there is same classname for RU SADARM, so it is equally effective in TDS) penetration/damage for it. Before this change SADARM hits was just ignored by TDS (no penetration, 0 damage, nothing, only boom).
This is SADARM config:
PHP Code:
if (_ammo isKindOf "ARTY_SADARM_PROJO") exitwith {_penetration = 110 + NBRand25;_explosive = true;_top = 1;_arty = true}
_top = 1 guarantees top hit, _arty is unused for now, is keeped "just in case". _explosive means, that KE armor value will be used, but without drop of penetrator kinetic energy with distance growth, characteristic for SABOT ammo. _explosive is used, when kinetc hit occurs, but projectile do not flies all the way from attacker's vehicle but is emmited nearby target (eg debris from HE round explosion).