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Please Explain Ricochete

Дата: 18.10.2010 11:37:12
Quote First the server checks if there is a ricochet. And as I mentioned before all projectiles will ricochet if the angle of the hit is lower than 10 degrees, with one exception when the thickness of the armor is 3 times lower than the caliber of the projectile. So if there is no ricochet the projectile is rotated to normalize the angle and we proceed to calculate the thickness of the armor under the given slope (thickness/cosine of the angle between armor and the projectile - not 100% correct but close enough for an arcade). After that we check the table to see what armor-penetration capability the projectile would have at a given distance. The number we get is modified by gaussian(normal) distribution limited by +/- 30%. And finally we compare it to the armor thickness we calculated in the second step. If piercing number is higher we get penetration, if lower - ding.
Example: We have 100mm armor. And let's say the projectile with armor-penetration of 120mm on given distance can get through 110mm of armor. Let's say because of the impact angle the armor got "thicker" to 121mm. We roll the dice (distribution) and with some probability the penetration capability of the projectile might change to 110+/-33mm. If it changed to 121 and above - we get penetration. If below - ding.
There is also a normal distribution limited by +/- 50% to damage inflicted. It is in the plans to reduce limits to 30%.
Each tank has "weak spots" like visor, tracks, connection between turret and hull etc. If you hit them you get critical damage. The HE round "spreads" on impact over some area hence it's the best way to damage such weak spots. Also ammo rack, fuel tank and obviously the crew have some HP points so if you hit strong enough the spot on the tank behind which is ammo rack you can damage it or even blow up. You can kill crew member, set fuel tank on fire, etc. I don't have numbers for critical damage calculations. There is "ward-save" :D for modules and crew - 60%-70% chance that the tank will take on the damage instead of crew or modules.
On top tanks are covered by "thin armor"
Due to limitation of the game engine tanks "grow" from the ground so there is no armor on the bottom.


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