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#1
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Playing around with the SDK, I think I came up with a set of diagrams on where to aim to hit the ammo storage.
If modeled correctly, you should be able to brew a tank by hitting the propellant part of the round. I suspect if you hit the shell of an HE round, you can get a similar effect, but I don't know. You really shouldn't get an explosion if you hit the solid shot of the AP round (APCBC?). Unfortunately, I don't know where which type of round is stored. Anyways, this is where they are according to the RO2 models. I would think the damage model coincides with these meshes. I highlighted the ammo, including the shot / shell.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game Last edited by Mormegil; 02-13-2012 at 12:14 PM. |
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#2
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thank you.
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#3
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Finally! I couldn't blow up a Pz4 for the life of me with the AT rifle.
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Bloody screen. So real. |
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#4
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Those are great pictures. Can you get some of the other key zones in there too? The "instant penetration", crew and engine, for instance.
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#5
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Quote:
The images I made were just based off placing the 1st person tank interior meshes into the exterior tank mesh. That's why you only see the back end of the tank rounds for the ones placed into boxes - they only modeled the visible part understandably. I don't think there's any meshes for the crewmembers (at least where I was looking in the SDK's browser), but I may be able to figure it out based on the placement of the seats inside. For the engine, I don't know where to begin, besides looking at diagrams on the intertubes. I would expect Field Marshall Rommel to know where to look. I'm attaching Art from Ostfront that may give us a clue on where TWI modeled the engine.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game Last edited by Mormegil; 02-15-2012 at 03:08 PM. |
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#6
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Ah, gotcha. I thought maybe you'd found a way to assemble the tank hit zone mesh data.
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Actually, bother Yoshiro to remind me and I'll do a post on each tank with all the areas that we model listed and explained.
I could even be persuaded to go into the whole armor system... |
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#8
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Just out of curiosity, are any changes planned in the armor system at some point? People have voiced issues with the vulnerability of the T34 to the PTRS-41, the ease of killing the commander, the difficulty the T34 has penetrating the Panzer IV's turret, among other things. Have any of these things been acknowledged or confirmed internally?
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Classic forever. |
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#9
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![]() ![]() *wink*Imho I think it's important to know how the game mechanics work. Normally in a game you would learn play playing it. But in this case that would be rather like trying to map the language of a eagle, than learning anything. |
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#10
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I did one really quick for the T-34. As above, the high-lighted red zone is the instakill area.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#11
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Quote:
They really need to fix the penetration values for the AT rifles. You should not, unless increadibly lucky, do any real damage to the tanks frontally. I would much rather see the true to life track damage, side shot/rear shot vunerability, optics damage, etc. Way too easy to jam the turret ring also. For the systems damage, especially stuff like the turret ring and main gun, you should only have a CHANCE to damage the component. As it stands now, once you know the "sweet spots", its way too easy to render a tank ineffective with the AT rifles.
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#12
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From the discussions on another thread, I decided to look at the T-34 ammo locations.
My gut feeling is, the in game critical hit zones appear larger than what I came up with. Ammo storage locations (from what I understand), hi-lighted in red.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#13
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Check out the official tank weak spot diagrams.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#14
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You owe me a keyboard. Mine's now full of coffee.
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NEMO ME IMPVNE LACESSIT |
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#15
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Ha! This is about accurate too.
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