First off OCOM, I'm using Ash's retextured T55 (with red star instead of FIA logo) as a replacement T34.
Right here's the config file I made for my 2 tanks.
// German mk VI Tiger Tank and Russian T34
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
#define CanSeeRadar 1
#define CanSeeRye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
#define CanSeeAll 31
class CfgModels
{
class Default{};
class Vehicle: Default{};
class Tank: Vehicle{};
class TigerTank: Tank{};
};
class CfgPatches
{
class TigerVI
{
units[] = {TigerVI};
weapons[] = {88mmTigerVI};
requiredVersion = 1.75;
};
class T34
{
units[] = {T34};
weapons[] = {76mmT34};
requiredVersion = 1.75;
};
};
class CfgWeapons
{
class Default{};
class Gun73: Default{};
class 76mmT34: Gun73
{
displayName="L/40 76.2mm MainGun";
ammo="Heat73";
initspeed=800;
magazines[]={"76mmT34"};
reloadTime=7;
count=72;
sound[]={"Weapons\gun73",10.000000,1};
reloadSound[]={"\ww2tanks\reload.wav",0.002000,1};
};
class Gun105: Gun73{};
class 88mmTigerVI: Gun105
{
displayName="KwK36 88mm MainGun";
ammo="Heat105";
initspeed=1000;
magazines[]={"88mmTigerVI"};
reloadTime=8;
count=84;
sound[]={"Weapons\gun125",10.000000,1};
reloadSound[]={"\ww2tanks\reload.wav",0.002000,1};
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Tank: LandVehicle {};
class TigerVI: Tank
{
scope=2;
crew="SoldierGCrew";
picture="\ww2tanks\tigericon.paa";
side=2;
icon="tank";
outGunnerMayFire=0;
displayName="Tiger VI";
nameSound="tank";
accuracy=0.500000;
getInRadius=3.500000;
fuelCapacity=700;
irTarget=0;
irScanRangeMin=0;
irScanRangeMax=0;
irScanToEyeFactor=1;
commanderCanSee=31;
gunnerCanSee="4+8+16";
driverCanSee="2+8+16";
ejectDeadDriver=1;
ejectDeadGunner=1;
ejectDeadCommander=1;
ejectDeadCargo=0;
armor=850; // high value to reflect TigerVI thick armour
armorStructural=2.000000;
class HitEngine
{
armor=0.400000; // default value 0.800000
material=60;
name="engine";
passThrough=1;
};
class HitHull
{
armor=1.5; // default value 1.000000
material=50;
name="hull";
passThrough=1;
};
class HitTurret
{
armor=0.800000;
material=51;
name="turet";
passThrough=1;
};
class HitGun
{
armor=1.500000; // default value 0.600000
material=52;
name="gun";
passThrough=1;
};
class HitLTrack
{
armor=0.200000; // default value 0.600000
material=53;
name="pasL";
passThrough=1;
};
class HitRTrack
{
armor=0.200000; // default value 0.600000
material=54;
name="pasP";
passThrough=1;
};
armorHull=1.5; // default value 1
armorTurret=0.800000;
armorGun=1.500000; // default value 0.6
armorEngine=0.400000; // default value 0.8
armorLights=0.400000;
armorTracks=0.200000; // default value 0.6
extCameraPosition[]={0,1.500000,-9};
cost=1000000;
steerAheadSimul=0.400000;
steerAheadPlan=0.600000;
predictTurnSimul=1.200000;
predictTurnPlan=1.800000;
soundEnviron[]={"Vehicles\OldRolling_Treads1",0.316228,0.600000};
soundEngine[]={"\ww2tanks\tigerengine.wav",0.516228,1};
soundCrash[]={"Vehicles\crash_small2",0.316228,1};
soundGear[]={"Vehicles\Gear_Trans1",0.003162,1};
soundDammage[]={"Objects\alarm_loop1",0.010000,1};
hasGunner=1;
hasCommander=1;
nightVision=0;
forceHideGunner=1;
driverAction="ManActT72DriverOut";
gunnerAction="ManActT72GunnerOut";
commanderAction="ManActT72CommanderOut";
driverInAction="ManActT72Driver";
gunnerInAction="ManActT72Gunner";
commanderInAction="ManActT72Commander";
simulation="tank";
formationX=20;
formationZ=30;
precision=5;
brakeDistance=15;
maxSpeed=13;
class TurretBase
{
gunAxis="OsaHlavne";
turretAxis="OsaVeze";
soundServo[]={"Vehicles\gun_elevate",0.031623,1.000000};
gunBeg="usti hlavne";
gunEnd="konec hlavne";
minElev=-4;
maxElev=20;
minTurn=-360;
maxTurn=360;
body="OtocVez";
gun="OtocHlaven";
};
canFloat=0;
model="\A1\TigerTank\TigerTank.p3d";
weapons[]={"88mmtigervi","Mg42"};
magazines[]={"88mmtigervi","mg42","mg42","mg42","mg42","mg42"};
type=1;
threat[]={0.900000,0.800000,0.200000};
camouflage=4;
audible=7;
hideProxyInCombat=1;
driverOpticsModel="optika_tank_driver";
gunnerOpticsModel="optika_snpiere";
commanderOpticsModel="optika_tank_driver";
driverOpticsColor[]={0,0,0,1};
gunnerOpticsColor[]={0,0,0,1};
commanderOpticsColor[]={0,0,0,1};
transportMaxMagazines=0;
transportMaxWeapons=0;
};
class T34: Tank
{
scope=2;
crew="SoldierECrew";
picture="it55";
side=0;
icon="tank";
outGunnerMayFire=0;
displayName="T34";
nameSound="tank";
accuracy=0.400000;
getInRadius=3.500000;
fuelCapacity=600;
irTarget=0;
irScanRangeMin=0;
irScanRangeMax=0;
irScanToEyeFactor=1;
commanderCanSee=31;
gunnerCanSee="4+8+16";
driverCanSee="2+8+16";
ejectDeadDriver=1;
ejectDeadGunner=1;
ejectDeadCommander=1;
ejectDeadCargo=0;
armor=300; // lower value to reflect T34 thinner armour than TigerVI
armorStructural=2.000000;
class HitEngine
{
armor=0.700000; // default value 0.800000
material=60;
name="engine";
passThrough=1;
};
class HitHull
{
armor=1.5; // default value 1.000000
material=50;
name="hull";
passThrough=1;
};
class HitTurret
{
armor=0.700000; // default value 0.800000
material=51;
name="turet";
passThrough=1;
};
class HitGun
{
armor=1.500000; // default value 0.600000
material=52;
name="gun";
passThrough=1;
};
class HitLTrack
{
armor=0.400000; // default value 0.600000
material=53;
name="pasL";
passThrough=1;
};
class HitRTrack
{
armor=0.400000; // default value 0.600000
material=54;
name="pasP";
passThrough=1;
};
armorHull=1.5; // default value 1
armorTurret=0.700000; // default value 0.8
armorGun=1.500000; // default value 0.6
armorEngine=0.700000; // default value 0.8
armorLights=0.400000;
armorTracks=0.400000; // default value 0.6
extCameraPosition[]={0,1.500000,-9};
cost=150000;
steerAheadSimul=0.400000;
steerAheadPlan=0.600000;
predictTurnSimul=1.200000;
predictTurnPlan=1.800000;
soundEnviron[]={"Vehicles\OldRolling_Treads1",0.316228,1.000000};
soundEngine[]={"Vehicles\T55Sound",0.316228,1};
soundCrash[]={"Vehicles\crash_small2",0.316228,1};
soundGear[]={"Vehicles\Gear_Trans1",0.003162,1};
soundDammage[]={"Objects\alarm_loop1",0.010000,1};
hasGunner=1;
hasCommander=1;
nightVision=0;
forceHideGunner=1;
driverAction="ManActT55DriverOut";
gunnerAction="ManActT55GunnerOut";
commanderAction="ManActT55CommanderOut";
driverInAction="ManActT55Driver";
gunnerInAction="ManActT55Gunner";
commanderInAction="ManActT55Commander";
simulation="tank";
formationX=20;
formationZ=30;
precision=5;
brakeDistance=15;
maxSpeed=22;
class TurretBase
{
gunAxis="OsaHlavne";
turretAxis="OsaVeze";
soundServo[]={"Vehicles\gun_elevate",0.031623,1.000000};
gunBeg="usti hlavne";
gunEnd="konec hlavne";
minElev=-4;
maxElev=20;
minTurn=-360;
maxTurn=360;
body="OtocVez";
gun="OtocHlaven";
};
canFloat=0;
model="\Ash T55East\T55East.p3d";
weapons[]={"76mmt34","30cal"};
magazines[]={"76mmt34","30cal","30cal","30cal","30cal"};
type=1;
threat[]={1,1,0.200000};
camouflage=4;
audible=5;
hideProxyInCombat=1;
driverOpticsModel="optika_tank_driver";
gunnerOpticsModel="optika_snpiere";
commanderOpticsModel="optika_tank_driver";
driverOpticsColor[]={0,0,0,1};
gunnerOpticsColor[]={0,0,0,1};
commanderOpticsColor[]={0,0,0,1};
transportMaxMagazines=0;
transportMaxWeapons=0;
};
};
Basically I only tweaked the total armour value and the armour %s to get the desired effects.
Namely when the T34 fire its 76mm gun at the TigerVI it will need...
2 shots DIRECTLY to rear/engine to destroy
5 shots anywhere else to destroy
2 shots DIRECTLY at tracks to immobilise movement
3 shots DIRECTLY at turret to immobilise traverse
And when the TigerVI fires its 88mm gun at the T34 it will need...
1 shot DIRECTLY at rear/engine to destory
2 shots anywhere else to destroy
1 shot at DIRECTLY at tracks to immobilise movement
As well as the armour values you could also tweak ammo/weapon specs to get even more realistic effects. For example you could make better AP shells ('cfgAmmo' section) which have lower 'indirecthit' and 'indirecthitrange' values and higher 'hit' values. This would stop the 'bleeding' that occurs say when a round hits a track and damage spreads to the the turret or vice versa.
Remember though that this type of tweaking only really helps the player as the AI cannot make decisions such as attacking a tank's tracks first to stop it, or manouvering behind it to shoot it in the rear for a quicker kill.
Note - if you want to test this config work ingame you'll have to change some entries (models, mg weapons, sounds) back to default OFP ones.
I simply played about with these values for a short time and came up with this info. Feel free to investigate further and post if you come up with anything new or better.