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Author Topic: Strong armor and Light armor on same vehicle  (Read 2067 times)

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paloma

  • Guest
Strong armor and Light armor on same vehicle
« on: 25 Sep 2002, 07:19:06 »
Heya folks. YOu know, I've used the config file to set up the amount of armor on different sections of a vehicle. However, that only seems to determine how much damage it takes to disable that part of a vehicle

for example: armorgun is the percent of damage it takes (compared to the whole armor level) to destroy the gun.

But regardless of this valuable set of properties, it seems to take an equal amount of hits to destroy a vehicle regardless of WHERE it is hit. Meaning: individual parts take more or less to destroy, but the overall damage to the vehicle is still the same.

Can anyone shed light on how these settings can be used to simulate how a tank has thick armor in front and thin armor in the rear? Meaning, is it possible to kill a tank with one RPG to the rear while taking 3 RPGs to the front?

I've worked with the hit points LOD and the config files. I seem to understand them fairly well. However, no matter what I do, I can't seem to add vulnerable areas that will result in swift one-shot kills.

paloma

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #1 on: 25 Sep 2002, 07:24:36 »
Come to think of it, I may have posted this in the wrong forum. Moderators, please relocate at your convienance.

Skaven

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #2 on: 25 Sep 2002, 11:56:55 »
This seems like a good place to ask this question mate  ;)

paloma

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #3 on: 28 Sep 2002, 09:23:54 »
This seems like a good place to ask questions and not get any answers you mean...

Lucknow

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #4 on: 29 Sep 2002, 17:57:31 »
paloma

I know what you mean, things seem a little quiet around here, but try posting questions at the official forums aswell, you might have better luck!

Now as to your question, I had generally only tweaked weapons but gave the armour a go following your post. And the good news is that it is possible to to exaclty what you want!

I made tweaked TigerVI and T34 tanks which take less hits to the rear to destroy (and ONLY directly to the rear/engine - i.e. 2 rather than 5 shots for TigerVI, 1 rather than 2 shots for T34, but you can change this to whatever you like) and more hits to any to other areas.

I also made it possible to immobilise the tanks first by taking out tracks, or render their turret traverse damaged (but not the gun which I still wanted to work!) with 1 shot to those those areas.

Actually OFP does a great job of simulating these varaible damage areas on armour which I didn't think possible but as usual BIS seemed a little lazy in tweaking the values to their best levels.

Anyway I'll post a text copy of the changes so you can see for yourself a bit later as I forgot to bring a copy with me (OFP's on my other PC).

Be back soon.

paloma

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #5 on: 29 Sep 2002, 19:49:34 »
Thanks LuckNow this should be very useful information for all of us.

OCOM_LMLVLM

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #6 on: 29 Sep 2002, 23:35:20 »
T34?? dude, where did you get it ???

Lucknow

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #7 on: 30 Sep 2002, 15:40:14 »
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.

Code: [Select]
// 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.

paloma

  • Guest
Re:Strong armor and Light armor on same vehicle
« Reply #8 on: 01 Oct 2002, 02:31:46 »
Thanks for the info Lucknow. I had a suspicion that the ENGINE section would allow for quick kills. The other sections could be destroyed quickly but wouldn't result in earlier death. I'll experiment.

By the way, I am assuming I must define all these sections in the Hit Points LOD?