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Showing results for tags 'penetration'.
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I'm pretty hyped about the fact that tanks are going to be part of Squad. The level of detail showcased in the photogrammetry previews is tantalizing, and I trust that the final product will still be spectacular. I very much enjoy the level of realism in War Thunder's simulator mode, or something serious like Steel Beasts - that is to say, tank shells' effect on target depends entirely on the localized armor values and the components sitting in the line of fire, rather than a traditional HP pool. I'd love to see this type of realistic damage system implemented in Squad. It would provide so many new tactical opportunities besides "show up with tank, fire first". Use hull-down defilade as a defense against weaker AT rounds by covering your thinner hull armor Flank a tank as a HAT soldier knowing that the dual-warhead missile you carry will cut through the side/rear armor like butter and ignite the ammo Rely on top or bottom attacks as insurgent forces when an armored vehicle is impenetrable from the front/sides with the traditional warheads available Use autocannons to mobility-kill an enemy MBT or damage its optics, then rush the flank for the kill The system itself wouldn't have to be all that complex under the hood, either, in order to get a realistic feel. I've developed something like this myself, and all you really need are: Clean "collision model" for actual armor Components/tags/textures (whatever works best in Unreal Engine) designating armor thicknesses in RHAe for both kinetic and chemical attacks for each section of armor RHAe penetration values for each ammo type, along with kinetic or chemical flag Surface normal sampling on round impact, with pen/no-pen calculation on the spot based on calculated LOS thickness Collision zones on the locations of major systems or components inside the tank (they can even be primitives - no one's going to know the ammo rack is a couple of box colliders) A handful of vehicle status effects for component damage, e.g. ammo rack = fire/cookoff; optics = gunner zoom disabled; gun breech = longer reload; tracks = immobilized; etc. Ability for crew to repair damage over time Simple spalling model using generated "bullets" with a random spread from point where a penetrating shell enters the crew compartment Direct wounding/killing of crew members in line of fire when a shot penetrates These are just my ideas, though, and of course there may be something entirely different in mind for the way armor will work in Squad. Is there any word yet on how tank armor/ammo will be modeled?
IronComatose posted a topic in General DiscussionTitle says it all. Question to the devs; what are the plans for the penetration system and ballistics in general? In game weapons look real and sound real, can we expect them to behave realistically at some point? Question to the community; what would you guys like to see? What experiences with penetration have you had? Personally, I'm still waiting for the moment my squad walks past a house, gets ambushed, and turns the place into Swiss cheese with the knowledge that our rounds are actually doing what they're supposed to do. I know that situation is possible with some in-game objects and small arms, but maybe it's not clear enough as I have yet to see someone take advantage of it in game.
SpecialAgentJohnson posted a topic in General DiscussionWhich materials can be penetrated and how far? Are there unpenetrable materials/houses or can any gun, only caliber big enough, be able to penetrate any material? Can sandbags be penetrated by say cannon fire or rpgs? Can HEAT rounds penetrate sandbags? Can trees be penetrated?
Hi All, a question to the community and devs. Does anyone know if there will be a more advanced armore penetration system in the future game? (When vehicles and tanks come to the game) Im thinking about a system like WarThunder or MOW2 ,for all types of rounds or Missiles (RPGas Javelinc Sabot etc..). So that there could be seperate parts of the Tank destroyed. Like the track, the engine, or just disable the tank with well placed shots and not always blowing it up wenn the Health bar is on 0, but blow it up when the round penetrates armore and ammo cache. I think something like this could fitt very well in a semi realistc way for SQUAD and dont like the idea of having a tank with a simple healt bar, or penetration and a health bar. Is something known? What do you think about this? KR