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Update on DMG model & others

15.8k Wernster  3.6 years ago

Damage model update & others

Obviously time progresses and so does the damage model too.

Not a whole lot has changed, the base mechanics are still the same as it was 8months ago, mostly just small improvements.


Base

Base damage model's health should now be determined by survivability not armour thickness, this was a mistake i've made in the tutorial, survivability makes more sense for a health based damage system.

As for example, some tanks can sustain more damage after penetration, especially larger tanks.

If it was still based on armour thickness rather than survivability, things such as, crew layout, size and modules (such as transmission) would not affect the tank.


Naval damage system

Although it is not yet implemented in the first three naval vessels as they used the same system as for the tanks, but slightly modified to better resist explosive hits.

The new system would allow for the use of explosive shells, but only with a lower scalar to prevent insta-kill mechanics.

Not only that but it would also allow for seperate values for resistance to HE and AP with the expense of slightly higher part count.

(Will be further explained in a seperate post soon)


Arnament improvements

High explosive anti tank (HEAT) and high explosive (HE).

High explosive is already available and I've been already using it in the past, however with lower scalars it'll deal almost no damage, and slightly higher would result in it insta-killing anything it hits directly.

This leads to an ankward moment where i'll need to decide if it'll instakill or be absolutely usless, never in between, but not today, hehe.

After tinkering for a bit with explosive shells I've found out that impactDamageScalar adds up with the explosive effect.

In theory this would allow HE shells to not instakill but not become useless, additionally this would also allow HEAT shells to be possible.

By lowering explosionScalar to a value that won't instakill, but at the same time Increasing impactDamageScalar, to meet the damage requirements. Whether or not it would be an HE or HEAT round.

This would be very helpful for any kind of high calliber gun or howitzer, it's a discovery that i've should've found months ago but it is still welcomed.

(Basically it is just as customizable as a normal basic round and mostly acts like one, except with a boom)

Downside is that just like normal rounds, it would ignore spaced armour, which is unrealistic.


Fortification

Static fortifications would use a combination of naval and ground damage models, most of the time, concrete fortifications would be more resistant to AP than HE. (Correct me if i'm wrong)


Others

A recent discovery, regarding efficiency, i'm sure most of the veteran players here already figured it out.

It seems like stationary objects, parts that are not moving, are not being calculated unless when touched, since I could spawn 9 sheds all with more than 100+ part counts but still not affect the frame rate, almost unheard of, since I could only spawn 4 tanks, all with less than 55 before the frame rate starts dropping.

I believe suspension and physics quality is what causes the most drop in framerate, definitely more than part count. This also may be the reason why naval vessels run more smoothly, despite having twice the part count.


Thank you!

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  • Profile image
    1,854 GabeT

    Hello?

    8 months ago
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    720 Omba

    I really like your builds

    +1 2.1 years ago
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    42.8k phrongus

    @wernster You alive bro?

    +1 2.2 years ago
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    4,268 Lake

    Could you make M60 tank?

    +1 2.2 years ago
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    Hi I know you aren’t really playing/updating your profile but I’d love to make some different variants of your vehicles/guns ie up armoured or upgraded

    +2 2.4 years ago
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    489 Nikitian

    Привет! Ты есть в ВК? Я бы хотел, чтобы ты мне там описал как создать броню и пушки, если тебе не трудно

    +1 2.6 years ago
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    You alright man? You kinda dropped off the face of the forums and ima little worried :/

    +1 2.6 years ago
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    You should see how much processing power the damn wheels take up. They, the really powerful jet engines, and all helicopter parts(especially the helicopter parts), can really drive the processing cost thru the roof quickly.

    +1 2.7 years ago
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    Yo @Wernster can i make a variant of ur tanks? Ty :D

    +1 2.8 years ago
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    4,114 arcticfox123

    am I the only one who gets high more from the avatar than from the buildings?

    +1 3.1 years ago
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    So, I'm trying to make a P-51D freehand, with a semi realistic skeleton, so when I get shot up I expect to see the skeleton of the aircraft, right now I've only got the cockpit and forward and partial ribbing for the right wing, any ideas to get this plane to do what I want?(like part settings, health, xml editing, etc)
    Pretty much wanting it so when a part gets shot up only that part gets destroyed and not the entire plane

    +1 3.1 years ago
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    Hi do you mind if I make some other variations of your tanks and armoured vehicles like anti fortification or ones with added armour .

    +1 3.3 years ago
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    16.7k MrGreen

    Other people may make nicer looking tanks, but dude, you are the god of realism!

    +1 3.5 years ago
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    1,094 Killjoy876

    God your good at this

    +1 3.6 years ago
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    44.4k rexzion

    pog

    +2 3.6 years ago