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Nice_Boat

Nice_Boat Tank Damage System

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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 :p

Edited by Nice_Boat

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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.

Edited by M4Mkey

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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.

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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.

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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.

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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. :D

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

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Ah, I see you've added exclusions for specialised AT weapons, very nice. :D

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.

Edited by Simon C

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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 :)

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- 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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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.

It is very realistic actually, depending on implementation. If a tank is hit with a sabot that penetrates halfway through the armour and causes great damage on the armour plating at that spot, then succeeding rounds will have an easier time to penetrate.

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Tested the new version, the Javelin does now destroy the Abrams in the first shot as per reality. I'm really liking the way this mod is turning out, it seems to be what nearly everyone wants and has been asking for.

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It is based on hit points system, but it still checks if the penetration occured (ie. hit value of the munition was higher then the armor value of the vehicle). It's meant to prevent things like "invincible Abrams" or "I've been shooting at that APC with 25mm APFSDS for 10 minutes and it's still not going down". I don't know if there's a better way - if the script gets too big, it's going to cause SERIOUS lag every time someone fires a machinegun at a vehicle :j: The thing I'm most concerned about is how do missile weapons and bombs deal with the heavier tanks in this release - because I'm getting mixed results myself. On the other hand, cannon and autocannon rounds seem to work just fine.

Edited by Nice_Boat

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Oh, ah well, we are aiming for a more realistic approach ;)

An invincible tank doesn't exist, a bad tactic does however.

I understand where you'r coming from, we just prefer something else.

Good luck with the script, Monk.

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Awesome mod, thank you !

I have noticed, if a tank (M1A2 or M1A1, and maybe others) has received a hit, it is still possible to achieve a catastrophic kill with a few machine gun rounds (from T90 commander position or from PKP machine gun, for example).

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Fixed, should be ok in the next release. Thanks for the report!

EDIT: Uploaded fixed version. You shouldn't encounter this bug anymore.

Edited by Nice_Boat

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Did you implement some extra armor value for Shtora + Kontakt-5 ERA protection systems?

MBTs with different armor level eg

low ---> high

T72 -> M1A1/Russian T72* --> M1A2TUSK -> T90

*dont know if its possible to increase the armor value only for one faction

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ERA was taken into account in the config. I'm not sure if I want to take it into account in the scripts (maybe by increasing the "armor attrition" rate for ERA-equipped tanks?). The difference between CE and KE munitions was taken into account by increasing the damage done by KE by 33% (as the armor value represents RHA equivalent against CE warheads). Javelin and A-10 cannon are working outside the system - basically as insta-kill weapons. Future releases may incorporate the decrease in performance of KE rounds over longer distances - although this feature doesn't have high priority as of now since there are no popular desert maps and I think that the current engagement ranges pretty much justify allowing all weapons to deal maximum damage. Next big release if no serious bugs are found will focus on introducing proper loadouts and designations, as well as code optimalisation (gotta learn to do .sqf someday... :D).

Edited by Nice_Boat

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This addon looks really promising, nice job.

Million dollar question... is there a way to make vehicles have different armour strengths at different points, e.g. MBT's have very strong frontal/glacis, weaker sides and even weaker rears?

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Ah, found another issue. To replicate, place yourself in a tank (I used an M1A2) and put down 4 groups of Insurgents surrounding your tank. There should be a guy with an RPG-7 in each group. They spot you immediately, and open up with the RPGs. After about 8 hits, your character dies, even though the tank is perfectly fine. I'm guessing this is an engine problem, or an attempt to replicate spall damage. I don't know if there's anything that you can do fix this, but it'd sure beat randomly dying in a perfectly healthy tank.

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Simon C - vehicle armor tends to fragment inside IRL even if it's not breached. This applies more to KE than CE, but it's there - so it's not that much of an issue. And you're right - I guess it's an enigne thingie, so I can't do much about it. As far as I know I can increase the lethality of attack in terms of crew damage, but I can't decrease it via script.

Munger - yes, it can depend on the exact part hit - although I have no knowledge in terms of modelling, so I'm not going to dwell there. I could make the effects of hit increase if the vehicle was hit from side or rear, but I'm not sure it's really necessary. BIS stuff seems to work just fine in terms of multiplying the damage per the location hit.

Edited by Nice_Boat

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Ah, thought so... Never thought a PG7 was so lethal to Armoured Crews. Brilliant mod nonetheless, should be implemented by BIS imho.

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Well, personally I don't think PG7 should cause casualties in M1A2 crews, but oh well... as I said before, it seems to be the engine thingie. It has a good side - it accounts for the psychological casualties. I think it's ok to assume that any tank hit by 5 AT weapons simultaneously wouldn't be able to continue the mission - so in terms of combat effectiveness the result is ok. But that's just my point of view.

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