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#1
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Version 2.3 http://www.amizaur.za.pl/files/Armor..._Beta_2.03.rarhttp://files.filefront.com/ArmoredBe.../fileinfo.html
Beta 2.1 change log: Changes include a major reworking of tank armor and penetration modeling and some minor various changes and added features. Changes in this version: - Code handling, armor modeling and penetration calcs are enhanced. - The single armor value for the whole tank is split to separate turret and hull armor. Turret armor can be different than hull, also hit angle is calculated separately for turret and hull. - The table for penetration @ angle is thrown away and simple function is used instead. Don't expect miracles any more as angling the tank can you buy extra 30% of protection at best, as in real life. Not 300% as in original RO. - Penetration now changes with range smoothly, not in steps. This means that you'll get a bit more penetration from 10m than from 40m. Can be important for PTRD shooters, as it's penetration is now barely enough to kill early German tanks from side or rear and close range. - Penetration values are random for each shot and can vary from about 90% to 105%. - The damage done by each penetrating shot is not constant. Some times one shot will do the job, some times you will need 3 shots. - Projectile speeds now travel at their real life rates. - Tank reload times are reduced to more credible values. - You can now exit to the tank's turret roof or engine deck, from commander's position. - Tank shell tracers are now smaller. No more DOOM fire balls. - Correct ammo load outs for main guns. - The tank commander's binocularas have dual-magnification. Scroll up for increased zoom. - Panzerfaust does slightly more damage. - Satchel kill radius reduced from 23 meters (!!!!) to 5 meters. Throwing 1 satchel on the engine deck of a tank is enough to kill it. Beta 2.3 change log - All filenames in mod changed, to avoid any interference with previous versions of mod. From now on, any new mod version will be overwritting old one. - ******** Remodelled tank optics and tank binoculars ********** (new Stug sight and binoc scale based on real photos of sight/binocs, more on this later) - speed of tank shells reduced back to 0.5 of real speed, to see if full speed caused problems or not (my personal bet would be that problems my reduce by 10-20% but still exist, and this was not the cause). - Tracer of German tank shells changed to orange, Russian to yellow-green (as in 2.01) and some shells have red tracers, tracer size and visibility tuned a bit - Panzerfaust remodelled, having now realistic ballistics, no smoke trail, and actually detonating on tanks - Reduced size of tank AP shell 3D models, they were up to 200mm in diameter (for Tiger and IS-2 shell). - Tank HE shells 3D models set to be same as AP shells - in stock RO HE shells of all tanks had 3D model of Panzerfaust warhead... !!!!!!!!!!!!!!???!!!! :-O http://img65.imageshack.us/img65/2159/76mmhesj0.jpg - Tank HE shells don't have tracers anymore (as they usually didn't in real life) - Fixed a bit T-60 gunsight, that was working backwards... But still not completly, it requires new reticle texture - reduced AP shells explosion damage against tanks (no longer close misses should damage tanks) - reduced HE effect on tanks (to increase number of hits needed to destroy tank by HE). - Tracers of tank MGs had speed 2 times slower than normal MG rounds, now set to almost the same speed (normal bullets little faster than tracers, but not 2 times faster) - Reduced penetration of ricocheting tank rounds against other targets - PzIVF1 got HEAT shells (it now uses AP and HEAT instead of AP and HE, HEAT works against infantry almost just as good as HE and has 75-85mm of penetration against tanks) - Fixed "invunerable" Su-76 upper hull issue from 2.0/2.01 mod v. - Tiger tank split into several versions: Tiger E early Tiger E middle-early (the one used in game by default) Tiger E middle-late Tiger E late (having TZF9c double-magnification optics) Currently only Tiger late differs from others (having better optics) but in the future there will be more differences, externally and in parameters - Tank gunsights of most tanks (all in next update) scaled every 100m up to 2000m (not to 1000m as in stock RO). So now you can set 1100 or 1300m if needed (on Orel for example) - Don't stay in burning tanks, it's unhealthy ;-), from now on the ammo and will blow up after some time and you will die if you stay so long - basic shell dispersion added to tank cannons, dispersion based on available ballistic data of German and Russian shells (like 50% dispersion zones/errors, hit probability ect) (still at work). Last edited by Sichartshofen; 04-05-2007 at 04:39 PM. |
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#2
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The satchel tweak affects infantry combat too correct?
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Red Orchestra since 3.3 |
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#3
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Yes, both infantry and tank damage are connected. We had to make a comprimise. This will also help discourage using satchels as grenades.
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#4
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I have yet to try the new vertion though I have tryed the old one. and I think it may be a good idea to up the penitration values of the 76.2mm gun on the KV-1 and T-34/76 so that it can penitrate the Tigers side armor at about 200m insted under 100m. the gun with reguler AP ammo could do this at about ~300m.
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HAMMOND: Sergeant? Make it spin. WALTER: Spin? Sir, it doesn't spin. HAMMOND: What? It has to spin. It's round. Spinning is so much cooler than not spinning. I'm the general. I want it to spin. Now! |
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#5
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The 76mm guns can penetrate the Tigers side and rear at around 150 meters. Test data showed the rounds shattered at any higher range.
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#6
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nice work, Sicharts
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#7
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Now, if only someone would tell me what server runs this mutator, I'd give him a cookie.
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#8
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RGN servers are running it.
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#9
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what's the exact name of the server(s) ?
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#10
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03 RGN Armor Maps - 72.243.113.5:7757
04 RGN Combined Arms - 72.243.113.9:7757 |
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#11
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Quote:
The other day i was at the supermarket. Anyway i get the usual stuff and proceed to the checkout where there is a hippy looking guy infront of me. I wait patiently in the queue until my turn and i take my first proper looking at the hippy's shopping: a box of wine. an important revelation at this point was that i noticed he had a large bulge in his jacket. When it got to his turn the cashier asked him to open his jacket and as he did so a tin of soup fell out. He didnt have the money to buy it so he just bought the wine, in tears. So it's my turn, i pick up the soup and put it with my shopping and buy it (regardless of pressure from the cashier because she knew my intentions). On the way out, the hippy was outside crouched on the floor crying so i tap him on the shoulder and give him the soup. The next part was unexpected. He got to his knees and put his hands up to the sky and shouted " Man, it's people like you that make this world work." The revelance of this story had, momentarily, escaped the chroniclers mind. But it just came back. You make the world work with kickass mutators ![]() ![]()
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![]() Whey-hey! |
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#12
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The PTRD and T60 are nearly useless against tanks with this mod.
This is not a complaint.
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#13
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Our clan (FLOT), also runs this on our armor server....
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#14
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Quote:
But when you hit side of PZ III, IVF1,F2 and StuG III form about 250-200 m you can wery fast kill this tanks. In future smetimes T-60 or PTRD will be usfull becouse we try to do a new hit zones, boxes like: track, optics (crosshair) or driver armored glass whitch you can broke . But do this take a some time .Quote:
But i think that is old version of this mod.
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#15
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And of course I forgot to mention about the MOST IMPORTANT CHANGE OF ALL - the turret's don't shake anymore when firing coaxial MG
I see that the tracer brush is not very pretty with lag-slowed shots... but the main task of making it harder to see is achieved. Will be replaced with custom tracer later, maybe different colours for sides and different one for winter (red or something, to be easier seen on snow background). And, people, be carefull when you angle your Panthers now - it's almost useless :-). The front hull will withstand almost everything without angling, and probably everything when angled, but you show your thin side armor then. So no more than 20deg. And your turret is pointed at me anyway and I can shot it at 0deg :-). The Tiger and IS-2 has very solid side armor and those two tanks can be angled succesfull, but again don't expect wonders too. |
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#16
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wow- if anyone wanted their "tiger fixed" this does it!
It is a real death dealing machine now.and I can attest to the panther not being invulnerable anymore- 1 shot killed by a T34/85 from angled front Can't wait to try more of this mod. |
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#17
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Quote:
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#18
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It's nice to hear :-)
Here's the next beta. Corrected T-34/76 turret MG, which was still shaking, and changed some values that were used in test verion but I forgot to set for released one - like Panther front hull armor value tuned down to get correct performance against large-caliber 122mm AP. Thickess to diameter ratio is not modeled yet, so I have to play with basic armor values... Also changed the name to ArmoredBeasts2Lite to not mistaken it with the older ArmoredBeastsMut. And a ReadMe updated a bit, with some tips of what works against what and from what range :-). http://www.amizaur.za.pl/files/Armor...Lite_Beta2.rar - full archive, 1.4MB http://www.amizaur.za.pl/files/Armor...2_CodeOnly.rar - 60kB of updated code without soundpack - if you have it already http://www.amizaur.za.pl/files/Armor...SoundsLite.rar - soundpack only, same as in full archive (1.34MB) Last edited by Amizaur; 02-18-2007 at 12:18 AM. |
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#19
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I can paste it here as well, some advices from ReadMe:
Quote:
http://www.amizaur.za.pl/files/Armor...Lite_Beta2.rar - full archive, 1.4MB http://www.amizaur.za.pl/files/Armor...2_CodeOnly.rar - 60kB of updated code without soundpack - if you have it already http://www.amizaur.za.pl/files/Armor...SoundsLite.rar - soundpack only, same as in full archive (1.34MB) Last edited by Amizaur; 02-18-2007 at 01:45 AM. |
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#20
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Armorbeasts2lite "failed to load" can't find AB textures package.
A file appears to be missing from the download.
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