Game Modeling of Armor Penetration?

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worluk

FNG / Fresh Meat
Nov 21, 2005
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best would be to dive into the code tbh.
You will get a better idea how it is done, than from someone trying to explain it.
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
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best would be to dive into the code tbh.
You will get a better idea how it is done, than from someone trying to explain it.

seconded.

This is especially true if you want to learn how it's done because you are a planning to alter it.



If you just want a quick, top-level summary, it's like this:

- Each armored vehicle has a front, back, and sides armor value
- Each armored vehicle has 'critical hit locations'.. places like the engine and ammo storage
- armored vehicles with skirts (the Panzer 4-H) have a special setting for this.

- Each anti-tank capable weapon has a penetration value for each range increment. (ie: a tank shell can penetrate a higher value at a shorter range)

- When an anti-tank round hits an armored vehicle, calculations are done based on angle the projectile hit, the penetration factor of the projectile at the given range, the armor value of the location that gets hit (and probably a few things I'm forgetting about).. this is to determine if the round will penetrate the armor or not.
-- if the round penetrates, it's checked if it will hit one of the critical locations (again.. ammo, engine, etc..).. and if it does, it causes an effect based on that location. (engine hits disable your engine, ammo store will cause alot of damage, etc..)

I'm probably missing alot since it's been months since I've really looked at any of the tank stuff.
 

Shurek

FNG / Fresh Meat
May 21, 2006
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www.darkesthourgame.com
Thanks guys!


So, I take it that the armor values are somehow related to how many millimeters of armor thickness are at those locations?

Having looked at some of the code briefly, the rest of it all seems to make sense.
 
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BR471B

FNG / Fresh Meat
Nov 25, 2007
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best would be to dive into the code tbh.
You will get a better idea how it is done, than from someone trying to explain it.

I am rather new to the game, but I like to tinker as well as play. I only play on the all tank map servers and I just realized this evening that I am apparently playing an armor-mod for RO. I think it's called Armor Beasts. So I suppose I am more interested in the nuts and bolts of this mod. I have been poking around my hard-drive for the game files, but am at a loss as to where the main game folder is located. Are the RO game files contained somewhere within the main Steam Folder?

Thanks
BR471B
 
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Bennanteno

FNG / Fresh Meat
Oct 7, 2007
165
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Great summary, but could anyone tell me how satchels, grenades, panzerfausts, PTRDs, and artillery fit in? Do they work the same way with armor and hit zones? Artillery and satchels seem to ignore hit zones, while ptrds seem to kill Tigers from the front while bouncing off the rear armor
of Halftracks and Panzer IIIs. And the panzerfausts seem to penetrate any armor at any range. Even a basic explanation would be greatly appreciated.
 

DevilDog (Teufelhund)

FNG / Fresh Meat
Feb 25, 2006
156
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0
USA
Thanks guys!
So, I take it that the armor values are somehow related to how many millimeters of armor thickness are at those locations?
Allen may have a formula somewhere that he uses, but when I did the BT-7 I took into account the armor thinkness as you mentioned above, related it against an existing comparable vehicle, then after play testing tweaked it a bit.

Yeah, it was an educated guess. :)
 

Recce

FNG / Fresh Meat
May 31, 2006
605
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Great summary, but could anyone tell me how satchels, grenades, panzerfausts, PTRDs, and artillery fit in? Do they work the same way with armor and hit zones? Artillery and satchels seem to ignore hit zones, while ptrds seem to kill Tigers from the front while bouncing off the rear armor
of Halftracks and Panzer IIIs. And the panzerfausts seem to penetrate any armor at any range. Even a basic explanation would be greatly appreciated.
Depending on the range and the lag / ping, the game engine can detect a hit against the "far" surface, rather than the "near" surface. So a shot to the front can be detected against, and calculated for, the rear armour.

But I've never heard of or seen a Tger being damaged by a PTRD. The flashing "engine" damage warning doesn't actually mean anything
 

worluk

FNG / Fresh Meat
Nov 21, 2005
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It does, the icon just goes off earlier than the engine stops working ;)
 

SchutzeSepp

FNG / Fresh Meat
Sep 23, 2006
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i oftenly blew up tigers with a ptrd from the back, and panzerfausts do bounce off surfaces when they hit them at extreme angles. but i don't know if the tank suffers damage, not later then yesterday i saw a IS2 being hit by 4 fausts and the 3 first bounced and the fourth made it explode.
 

Rak

FNG / Fresh Meat
Nov 23, 2005
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D
You can also try going through "Armored Beasts Mutator" thread.
 

UncleDrax

FNG / Fresh Meat
Oct 13, 2005
1,494
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Florida, USA
www.endoftheworldfor.us
Allen may have a formula somewhere that he uses, but when I did the BT-7 I took into account the armor thinkness as you mentioned above, related it against an existing comparable vehicle, then after play testing tweaked it a bit.

Yeah, it was an educated guess. :)

That's pretty much what I did when I ran the calcs for MareNostrum.. basically I made a giant *** spreadsheet, punched in the best factual information I could find and found how it related to the RO values..

Doing the penetration stats on the tank rounds was more fun then the armor frankly.. :]




RE: PTRD and PanzerFaust..
They work the same as the tank rounds.
Keep in mind the armored skirts do have special effects verses those weapon types however.



As far as looking at the UnrealScript code that describes all of this.. install the SDK.. then I recommend grabbing UnCodeX and run the documentation generation feature.. I find it makes it easier to just look around the code.
Aside from that, hope over to the Code forum.