Version 2.3 http://www.amizaur.za.pl/files/Armor..._Beta_2.03.rarhttp://files.filefront.com/ArmoredBeastsLite_v2zip/;6758537;;/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).
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).
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