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Nice_Boat

Nice_Boat Tank Damage System

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Well, personally I don't think PG7 should cause casualties in M1A2 crews

What kind of PG-7 is it that is being fired at it? A PG-7V, VL or VR?

If they hit an ERA plate the V shouldn't have much if any real effect at all. Dunno about VL since it (despite being a single-stage shaped charge) has over 500mm of penetration on RHA. I guess that could cause damage, even though not major, even if hitting ERA.

And well... A PG-7VR has scored a front armour kill on a British Challenger 2 tank. 'Nuff said.

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PG7VL I believe. Whatever the insurgent AT Specialist is given. :)

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PG7V hit = 330

PG7VL hit = 500

PG7VR hit = 650

... here you go. The values I used - I'm not saying they're perfect - that's the point of releasing an open alpha. If you see something contradicting the RL effects - please post this stuff with sources. It's going to make this mod better.

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The sad thing with those values are that they don't have any special setting against ERA.

Since the V and VL are single-stage, and have appropriate values against RHA.

The VR also have appropriate values against RHA, but those are *after* defeating ERA armour, since it's s tandem warhead.

I dunno how one can replicate that in the game well without screwing things over one way or another :S

Edited by Inkompetent

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doesnt work on a dedicated server

20:16:09 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

swtanks

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doesnt work on a dedicated server

20:16:09 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

swtanks

You did upload the addon to the server's ArmA2/Addons folder, yes? Sorry for asking such a basic question, but you'd be surprised what some people miss.

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Is it possible to make not removable wheels on trucks when you shoot it several times?

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Just remove "swtanks" from the mission.sqm file, it should load fine after that

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Just remove "swtanks" from the mission.sqm file, it should load fine after that

thats the problm. the missions on the server have no been edited since the addon was uploaded. somehow its got the server thinking the mission is calling for swtanks

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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.

Are you sure that BIS default config accounts for direction of hit? I thought this was what most people on the forum were so keen on BIS implementing in a patch/OA? :confused:

---------- Post added at 08:59 PM ---------- Previous post was at 08:51 PM ----------

And well... A PG-7VR has scored a front armour kill on a British Challenger 2 tank. 'Nuff said.

Do you have a source for this? Would be interested in reading about it. I'm aware of an RPG-29 penetration of the frontal armour of a C2 but not an actual kill from a RPG-7. Cheers.

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It was an RPG-29 indeed, but I was quite convinced the PG-7VR and PG-29V used the same 105mm tandem warhead, in which case it would only have been the firing platform that would have been the difference (irrelevant for the damage, although the PG-29V has much better range than the PG-7VR). Been contacted by others about the statement already though, and I checked it again, and it seems the PG-29V uses an upgraded tandem warhead (although in the same calibre) with about 100mm better armour penetration against RHA after ERA.

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Ah right, thanks.

Remarkable how even a heavily armoured modern MBT can be busted from the FRONT by a lightweight, relatively cheap launcher with a decent warhead. The sword is always slightly stronger than the shield. :rolleyes:

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@rstratton

That does make things a bit more tricky... How about making your own swtanks addon? Just do a config with CfgPatches for an addon called SWTanks. You wouldn't need to put anything in the config [i don't think] just make it into a PBO

Not ideal I know, but that should satisfy the mission's checks for swtanks.

Something like this

class CfgPatches

{

class swtanks

{

units[]={};

weapons[]={};

requiredVersion = 1.000000;

requiredAddons[]={};

};

};

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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.

There was that incident in Baghdad were the M1 crew all bailed out on fire in front of the TV cameras.

They should definitely be injured on penetrations.

The cabin should become an inferno.

The previously mentioned Challenger 2 penetration cut off the drivers foot.

Edited by Baff1

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I think anything that makes the tanks less susceptible to ALWAYS having to blow up is a good idea :) Tanks should be rendered inoperable instead of destroyed by most weapons except those specifically designed to destroy tanks.

I say, good job :) :thumb:

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Nice_Boat, I wonder if you could think about this problem:

As you might know, I'm making a fire & smoke mod. It uses extended event handlers, and uses the "killed" event. When I use this tank addon, I don't get any of my effects applied. Instead, I get this in the .rpt file:

Error in expression <_target setDamage 1; exit // top hitting weapons>
 Error position: </ top hitting weapons>
 Error Invalid number in expression
Error in expression <exit // mg-kill bugfix>
 Error position: </ mg-kill bugfix>
 Error Invalid number in expression
Error in expression <// player sidechat format ["Target: %1 S>
 Error position: <// player sidechat format ["Target: %1 S>
 Error Invalid number in expression
Error in expression <_target setDamage 1; exit // top hitting weapons>
 Error position: </ top hitting weapons>
 Error Invalid number in expression
Error in expression <exit // mg-kill bugfix>
 Error position: </ mg-kill bugfix>
 Error Invalid number in expression
Error in expression <// player sidechat format ["Target: %1 S>
 Error position: <// player sidechat format ["Target: %1 S>
 Error Invalid number in expression

over and over hundreds of times. The only thing that was happening during this test was a M1 blowing up a BMP2.

Also, I have the SLX addons running. Dunno if that affects things, just thought I'd mention it :)

These errors went away when I lost the tank addon, I know that doesn't mean it's the problem, again, I'm just mentioning it :)

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Hello there,

If I read correctly, you are using hitpoint, and "CAVS way" to increase KE hit to simulate effect again CE rounds. The question is, why not trying to use differents customs values in config.cpp to have KE and CE armor penetration for each parts?

What about:

- adding kind of ammo (KE,CE) and penetration capability in each ammo class

- adding maximum penetration protection for an ammunition type (KE,CE) in each hitpoint part of vehicle models.

By a handleDamage eventhandler, you can calculate the correct effect of the x ammunitions fired on y vehicle part.

We can find nice sources to get max penetration protection for the last 20 years MBT and APC, and an estimation of mm penetration for a lot of rounds.

Example:

T-72B W/K-5 penetration protection:

vs KE:

Turret: 420-750-920

Glacis: 670-710

Lower front hull: 240

vs CE:

Turret: 580-1050-1340

Glacis: 990-1070

Lower front hull: 380

M891A3 penetration (KE ammunition of aM1A2):

970mm@2km (so 1020@1km ?)

L-27 penetration (Challenger):

700mm@2km (so 750@1km ?)

So, a M1A2 can pierce a T-72B W/K-5 turret in 1 M891A3 round. A challenger with L-27 will not pierce the turret of this one.

It's a mathematic way to simulate an Armor Penetration system, and maybe we can add more parameter like "nato level protection" to have invulnerability against caliber, or something like that

Edited by SoldierIsNotHistory

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Ive fixed the server error for when you use the addon as a server addon :) so you can load missions :) you want me to upload?

Edited by MattXR

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Under Cfg.patches Add this one..

class CfgAddons

{

class PreloadAddons

{

class SWTanks {list[]={"SWTanks"};};

};

};

Full Config looks like this:

class CfgPatches
{
class SWTanks
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.03;
	requiredAddons[] = {"CATracked","CAWeapons","CAData"};
};
};
class CfgAddons
{
class PreloadAddons
{
	class SWTanks {list[]={"SWTanks"};};
};
};

class DefaultEventhandlers;

class CfgVehicles
{
class AllVehicles;
class Land;
class LandVehicle;
class Tank;


class M1A1 : Tank
{
	armor = 1320;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemTank.sqs""";
	};

};

class M1A2_TUSK_MG : M1A1
{
	armor = 1620;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemTank.sqs""";
	};
};

class ZSU_Base : Tank
{
	armor = 40;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class 2S6M_Tunguska : Tank
{
	armor = 40;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class T34 : Tank
{
	armor = 150;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class T72_Base : Tank
{
	armor = 490;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class T90 : Tank
{
	armor = 1350;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemTank.sqs""";
	};
};

class Tracked_APC;

class AAV : Tracked_APC
{
	armor = 120
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class BMP2_Base : Tracked_APC
{
	armor = 125;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class BMP3 : Tracked_APC
{
	armor = 175;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class Car;
class Wheeled_APC;

class BRDM2_Base : Wheeled_APC
{
	armor = 20;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class BTR90_Base : Wheeled_APC
{
	armor = 50;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class LAV25_Base : Wheeled_APC
{
	armor = 90;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};
};


class CfgAmmo
{
class Default;
class MissileCore;
class RocketCore;
class BulletCore;
class ShellCore;
class GrenadeCore;

class ShellBase;

class Sh_120_HE : ShellBase
{
	hit = 420;
	indirectHit = 42;
	indirectHitRange = 10;
	explosive = 0.900000;
	CraterEffects = "ExploAmmoCrater";
	explosionEffects = "ExploAmmoExplosion";
}
class Sh_120_SABOT : ShellBase
{
	hit = 1050; // KE, + 33%
}
class Sh_125_SABOT : ShellBase
{
	hit = 745; // KE, + 33%
}
class Sh_85_AP : ShellBase
{
	hit = 200; // KE, + 33%
}

class BulletBase;

class B_20mm_AP : BulletBase
{
	hit = 160; // KE, + 33%
	indirectHit = 0;
}
class B_25mm_APDS : BulletBase
{
	hit = 110; // KE, + 33%
	indirectHit = 0;
}
class B_30mm_AP : BulletBase
{
	hit = 100; // KE, + 33%
	indirectHit = 0;
}

class GrenadeBase;

class G_40mm_HE : GrenadeBase
{
	hit = 50; // KE, + 33%
}


class RocketBase;

class R_M136_AT : RocketBase
{
	hit = 400;
}
class R_RPG18_AT : RocketBase
{
	hit = 375;
}
class R_PG7V_AT : RocketBase
{
	hit = 330;
}
class R_PG7VL_AT : RocketBase
{
	hit = 500;
}
class R_PG7VR_AT : RocketBase
{
	hit = 650;
}
class R_PG9_AT : RocketBase
{
	hit = 400;
}
class R_SMAW_HEAA : RocketBase
{
	hit = 600;
}

class MissileBase;

class M_Javelin_AT : MissileBase
{
	hit = 1600; // top-hitting weapon
}
class M_AT5_AT : MissileBase
{
	hit = 650;
}
class M_AT13_AT : MissileBase
{
	hit = 900;
}
class M_TOW_AT : MissileBase
{
	hit = 700;
}
class M_TOW2_AT : MissileBase
{
	hit = 1000;
}
class M_AT10_AT : MissileBase
{
	hit = 650;
}
class M_Hellfire_AT : MissileBase
{
	hit = 1500;
}
class M_Vikhr_AT : MissileBase
{
	hit = 1400;
}
class M_Maverick_AT : MissileBase
{
	hit = 2000;
}
class M_AT2_AT : MissileBase
{
	hit = 500;
}
class M_AT6_AT : MissileBase
{
	hit = 560;
}
class M_AT9_AT : MissileBase
{
	hit = 800;
}
};


This addon running on a server, makes encountering tanks scary!! thank god for aircorps!! :P

Nice Boat Tanks alpha2.1b Download

Alpha2.1b

- Fixed Error Message When Using this as a server side addon! when trying to load missions

I hope you dont mind my quick fix. :) But more servers should run this addon for there AI ;)

Edited by MattXR
Added Addon

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Nice_Boat, I wonder if you could think about this problem:

As you might know, I'm making a fire & smoke mod. It uses extended event handlers, and uses the "killed" event. When I use this tank addon, I don't get any of my effects applied. Instead, I get this in the .rpt file:

You guys should both use CBA (XEH is part of it). Otherwise your stuff wont be compatible with other mods.

Edit: Never mind :o

Edited by Maddmatt

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You guys should both use CBA (XEH is part of it). Otherwise your stuff wont be compatible with other mods.

Already do :)

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Under Cfg.patches Add this one..

Full Config looks like this:

class CfgPatches
{
class SWTanks
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.03;
	requiredAddons[] = {"CATracked","CAWeapons","CAData"};
};
};
class CfgAddons
{
class PreloadAddons
{
	class SWTanks {list[]={"SWTanks"};};
};
};

class DefaultEventhandlers;

class CfgVehicles
{
class AllVehicles;
class Land;
class LandVehicle;
class Tank;


class M1A1 : Tank
{
	armor = 1320;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemTank.sqs""";
	};

};

class M1A2_TUSK_MG : M1A1
{
	armor = 1620;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemTank.sqs""";
	};
};

class ZSU_Base : Tank
{
	armor = 40;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class 2S6M_Tunguska : Tank
{
	armor = 40;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class T34 : Tank
{
	armor = 150;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class T72_Base : Tank
{
	armor = 490;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class T90 : Tank
{
	armor = 1350;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemTank.sqs""";
	};
};

class Tracked_APC;

class AAV : Tracked_APC
{
	armor = 120
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class BMP2_Base : Tracked_APC
{
	armor = 125;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class BMP3 : Tracked_APC
{
	armor = 175;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class Car;
class Wheeled_APC;

class BRDM2_Base : Wheeled_APC
{
	armor = 20;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class BTR90_Base : Wheeled_APC
{
	armor = 50;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};

class LAV25_Base : Wheeled_APC
{
	armor = 90;
	class EventHandlers : DefaultEventhandlers
	{
		handledamage = "_this exec ""\NBTanks\NBArmorSystemIFV.sqs""";
	};
};
};


class CfgAmmo
{
class Default;
class MissileCore;
class RocketCore;
class BulletCore;
class ShellCore;
class GrenadeCore;

class ShellBase;

class Sh_120_HE : ShellBase
{
	hit = 420;
	indirectHit = 42;
	indirectHitRange = 10;
	explosive = 0.900000;
	CraterEffects = "ExploAmmoCrater";
	explosionEffects = "ExploAmmoExplosion";
}
class Sh_120_SABOT : ShellBase
{
	hit = 1050; // KE, + 33%
}
class Sh_125_SABOT : ShellBase
{
	hit = 745; // KE, + 33%
}
class Sh_85_AP : ShellBase
{
	hit = 200; // KE, + 33%
}

class BulletBase;

class B_20mm_AP : BulletBase
{
	hit = 160; // KE, + 33%
	indirectHit = 0;
}
class B_25mm_APDS : BulletBase
{
	hit = 110; // KE, + 33%
	indirectHit = 0;
}
class B_30mm_AP : BulletBase
{
	hit = 100; // KE, + 33%
	indirectHit = 0;
}

class GrenadeBase;

class G_40mm_HE : GrenadeBase
{
	hit = 50; // KE, + 33%
}


class RocketBase;

class R_M136_AT : RocketBase
{
	hit = 400;
}
class R_RPG18_AT : RocketBase
{
	hit = 375;
}
class R_PG7V_AT : RocketBase
{
	hit = 330;
}
class R_PG7VL_AT : RocketBase
{
	hit = 500;
}
class R_PG7VR_AT : RocketBase
{
	hit = 650;
}
class R_PG9_AT : RocketBase
{
	hit = 400;
}
class R_SMAW_HEAA : RocketBase
{
	hit = 600;
}

class MissileBase;

class M_Javelin_AT : MissileBase
{
	hit = 1600; // top-hitting weapon
}
class M_AT5_AT : MissileBase
{
	hit = 650;
}
class M_AT13_AT : MissileBase
{
	hit = 900;
}
class M_TOW_AT : MissileBase
{
	hit = 700;
}
class M_TOW2_AT : MissileBase
{
	hit = 1000;
}
class M_AT10_AT : MissileBase
{
	hit = 650;
}
class M_Hellfire_AT : MissileBase
{
	hit = 1500;
}
class M_Vikhr_AT : MissileBase
{
	hit = 1400;
}
class M_Maverick_AT : MissileBase
{
	hit = 2000;
}
class M_AT2_AT : MissileBase
{
	hit = 500;
}
class M_AT6_AT : MissileBase
{
	hit = 560;
}
class M_AT9_AT : MissileBase
{
	hit = 800;
}
};


This addon running on a server, makes encountering tanks scary!! thank god for aircorps!! :P

Nice Boat Tanks alpha2.1b Download

Alpha2.1b

- Fixed Error Message When Using this as a server side addon! when trying to load missions

I hope you dont mind my quick fix. :) But more servers should run this addon for there AI ;)

Sorry if i'm being slow, but could you give a step-by-step guide to making this mod work on a dedi server (i dont even know where cfg.patches is!)

cheers

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