This mod has been deprecated and dead. However, I have bring this mod to Call to Arms (its free on steam). Be sure to check it!

Post news Report RSS Upcoming changes in v0.4 ( part 1 )

So after an inactive time i have finally got back to continue the development of the mod...

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First i'm gonna tell some detail about the new damage mechanic in the upcoming in v0.4

- Each tanks now has its own working hitpoints.
- Reworked damage calculation mechanic base on 2 simple rules :

rule 1. amour-piercing/hollow charge round :
damage taken = base damage * koef - spaced armor LOS thickness

rule 2. high-explosive round :
damage taken = base damage * koef + blast damage

Note :
- blast damage is calculated by the game on the shell energy and the distance, but i've managed to translated into a linear damage table in "energy_table.inc"
- koef is vary between shell types. 1 for AP/APCR/APDS, 0.85 for HEAT, 0.45 for HESH and 0.35 for HE.

Example 1 : you manage to pierce the upper side of another E-100 at an perfect 0 degree angle ( 120mm side hull + 60mm outer spaced armor) with the M62-T2 of T-10M ( which has 440 as base damage )

Damage mechanic rule 1

+ If the shell was AP/APCR/APDS : damage taken = 440 * 1 - 60 / cos(0) = 380
+ If the shell was HEAT : damage taken = 440 * 0.85 - 60 / cos(0) = 314

Example 2 : you decide to spam HE/HESH at the T95 with the Leopard 1 105mm L7A3 gun ( which has 390 as base damage ):

Damage mechanic rule 2

+ If the shell was HE or HESH and didnt explode directly on main armor :
damage taken = blast damage

Damage mechanic rule 2

+ If the shell was HESH and explode directly on main armor :
damage taken = 390 * 0.45 + blast damage

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