Bug #2253

Tanks not being immune to rifles

Added by Alienfreak almost 6 years ago. Updated almost 5 years ago.

Status:Closed Start date:06/24/2009
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:Config
Target version:1.51.71083
Affected ArmA II version:1.05.62017 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using: BIForumURL:
Reproducible for you:No NGUrl:
Related to content of DLC: WIKIurl:

Description

If you fire a few rounds out of an m249 into the side of the barrel it actually gets broken.

Tanks have to have an damage threshold (a amount of dmg a weapon has to at least deal to affect it) representing their armour.


Related issues

related to ARMA2 Community Issue Tracker - Feature #3503: Armor Damage model improvements Assigned 08/08/2009
related to A.C.E. for OA - Bug #7989: shooting 200 bullets at bmp2 = blow up Closed 01/11/2010
duplicated by ARMA2 Community Issue Tracker - Bug #3463: T-72 and T-90 are easily destroyed with heavy and medium MGs Duplicate 08/07/2009 09/07/2009

History

Updated by zGuba almost 6 years ago

  • Maxmem parameter set to Not set

I guess that every hit part should have defineable damage treshold, so you can damage tracks with lighter weapons than the hull.

BTW I still wonder why it's possible to destroy a car just shooting its wheels. Such parts shouldn't pass the damage to the vehicle itself.

Updated by Alienfreak almost 6 years ago

Thats because of their Faery Dragon Hitpoints vehicle simulation :)

If you deal enough damage to the vehicle it will blow up. No matter if curical systems were damaged.

http://www.youtube.com/watch?v=BzpUVtVUBTI

The way it should be.

Updated by th3flyboy almost 6 years ago

I would suggest going with that damage model, combined with the Steel Beasts Pro PE damage modeling, which can actually simulate damage of the optics, sensors, FCS, individual wheels on the tank, etc, etc.

Updated by KingHomer almost 6 years ago

th3flyboy wrote:

I would suggest going with that damage model, combined with the Steel Beasts Pro PE damage modeling, which can actually simulate damage of the optics, sensors, FCS, individual wheels on the tank, etc, etc.

Right. That would also increase vulnerability against artillery-shells, especially DPICM. In general, the importance of artillery would be back up again because realistic ammunition would cause realistic damage then.

Updated by alef almost 6 years ago

  • Due date set to 10/27/2009
  • Status changed from New to Assigned
Has been suggested to

Updated by alef almost 6 years ago

  • Assignee set to Dwarden

Updated by Fireball over 5 years ago

  • Status changed from Assigned to Feedback

Just tested this and when I empty a M240 mag dead-on into the side of a barrel if a M1, it will malfunction. I think this is much better than "a few rounds" and is possibly a workaround implemented (instead of using the damageResistance).

EDIT: With an M2 it breaks much faster, about 30 rounds.

Updated by Fireball over 5 years ago

  • Status changed from Feedback to Assigned

Ulanthorn wrote:

Something seems wrong with the .cfg of T-72 and T-90.
The bmp3 has a value of damageResistance = 0.014030; it does nit suffer from beeing very vulnerable to MG fire
while the t90 has a value of damageResistance = 0.003890; and is very vulnerable to MG and small arms fire

T-72 shares this problem.

Thanks for verifying this, re-assigning.

Updated by Squelch over 5 years ago

Changing damageResistance in its present form makes no difference to the armour value. It is used for the AI alone as part of the calculation of whether its weapon can harm the vehicle. There have been some claims it does affect the armour value.

To check out the claims, I have been conducting some experiments, and a modified T72 is destroyed after the same number of rounds fired from an M2 machine gun regardless of damageResistance value. In fact it shows exactly the same results as an ArmA T72.

T72 kills with M2

damageResistance Value Type Distance No: Rounds
Default 0.00544 50cal 20m 75
Increased by 1000 5.44 50cal 20m 75
Decreased by 1000 0.00000544 50cal 20m 75

You can see that the T72 was destroyed with the same number rounds for all values

It is interesting to note, that even with an M2 and a significantly reduced damageResistance on a T72, the AI will still not engage. Also noteworthy, it makes no difference if the barrel, turret, tracks or anything else is being shot at. The tank will still be destroyed after the requisite number of hits. The barrel will take ~30 shots before being disabled as already observed.

Updated by Squelch over 5 years ago

  • Category set to Config

Updated by Fireball over 5 years ago

  • Affected ArmA II version changed from 1.02.58064 to 1.03.58627
  • Maxmem parameter deleted (Not set)

Updated by Fireball over 5 years ago

  • Affected ArmA II version changed from 1.03.58627 to 1.04.59026
  • Reproduced by another DH user set to No
  • CPU set to Please specify!

Updated by Fireball over 5 years ago

  • Due date changed from 10/27/2009 to 11/27/2009

Updated by kju over 5 years ago

  • Due date changed from 11/27/2009 to 11/14/2009
  • Status changed from Assigned to Resolved
  • Target version set to 1.05 BETA

Please confirm:

[59691] Improved: Small hit be ignored by hitpoints (configurable by minimalHit)

http://www.arma2.com/beta-patch.php

Updated by Fireball over 5 years ago

  • Status changed from Resolved to In progress

Well now it just needs to be applied to every applicable vehicle - it was not the idea of this bug, that every armored vehicle currently available in A2 needs to be modded in anew for this to be fixed.

The attribute "minimalHit" was a feature implied by this bug and a prerequisite to fix it and it's already a big step toward the goal, but I hope it's not the end of the rope.

I just tried and attacked an M1A1 with a portable MG in the latest beta build 59857 and it still gets damaged.

Updated by kju over 5 years ago

  • Target version changed from 1.05 BETA to Upcoming version

Updated by kju over 5 years ago

  • Due date changed from 11/14/2009 to 01/02/2010
  • Reproduced by another DH user changed from No to Yes

Probably sorted with 1.05 final.

Updated by KingHomer over 5 years ago

So this means the minimalHit value will be functional in 1.05 final?

As pointed out here: http://forums.bistudio.com/showthread.php?t=91574 the parameter is available in Arma2 but not functional.

Updated by alef over 5 years ago

$ grep -i minimalhit allInOne_1_05.txt
allInOne_1_05.cpp CfgVehicles::Tank::HitPoints::HitEngine::minimalHit 0.02
allInOne_1_05.cpp CfgVehicles::M1A2_TUSK_MG::HitPoints::HitEngine::minimalHit 0.02

Updated by zGuba over 5 years ago

alef wrote:

$ grep -i minimalhit allInOne_1_05.txt
allInOne_1_05.cpp CfgVehicles::Tank::HitPoints::HitEngine::minimalHit 0.02
allInOne_1_05.cpp CfgVehicles::M1A2_TUSK_MG::HitPoints::HitEngine::minimalHit 0.02

so called tweak. fail?

Updated by kju over 5 years ago

Yup.

Updated by Fireball over 5 years ago

We could say at least all vehicles that inherit the Tank class got tweaked (which are those?). And what does minimalHit 0.02 mean? I don't find any reference about that configurable.

But I guess it should also be applied to APCs and any aircraft and choppers which are armored.

Updated by kju over 5 years ago

Fireball it is missing for all other types of HitXXX classes.
Also it only inherits, if not HitEngine is defined. Otherwise it is not.

Updated by kju almost 5 years ago

  • Due date changed from 01/02/2010 to 07/14/2010
  • Status changed from In progress to Feedback
  • Assignee deleted (Dwarden)
  • Target version deleted (Upcoming version)
  • Affected ArmA II version changed from 1.04.59026 to 1.05.62017
  • Size of OS swap file set to Please specify!

Still valid in 1.07 / OA?

Updated by Hedo almost 5 years ago

This should be fixed as there is penetrability implemented in OA. Haven't tested it though.

Updated by kju almost 5 years ago

  • Due date changed from 07/14/2010 to 08/01/2010

Can someone please test this and provide feedback.

Updated by kju almost 5 years ago

  • Due date deleted (08/01/2010)
  • Status changed from Feedback to Closed
 class Tank: LandVehicle
  class HitEngine
    minimalHit = 0.02;
  class HitHull
    minimalHit = 0.03;
 class M1A2_TUSK_MG: M1A1
  class HitEngine
    minimalHit = 0.02;

Feel free to still provide feedback.

Updated by kju almost 5 years ago

  • Target version set to 1.51.71083

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