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ActionScripter9109

Armor and damage modeling for tanks

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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?

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Ok, I like this a lot except for one small bit, the crew should be extremely limited with what they can repair, it should be like in Pr where you can use a logi for field repairs or having to return to base

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Current vehicle damage system is a placeholder. The HP system wont be for ever :)
Old quote from a long time ago during a discussion about it.
 

bsUOIKe.png

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On 5/3/2017 at 10:53 AM, Dubs said:

Current vehicle damage system is a placeholder. The HP system wont be for ever :)
Old quote from a long time ago during a discussion about it.
 

bsUOIKe.png

 

Excellent!  This is great news.  

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