Home » MODDING HQ 1.13 » v1.13 Feature Requests » Decoupling damage from gun
Re: Decoupling damage from gun[message #359337 is a reply to message #359336]
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Tue, 31 March 2020 21:55 
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CareBear |
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Messages:137
Registered:April 2016 |
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The only solution is to make an entry for every caliber and ammo type in ammotypes.xml . That would be much more entries, its crude, but it gets the job done. 1.13 SDO has something like this, but in a simpler manner -you have FMJ low penetration, medium and high for different guns.
Edit: After tweaking a bit, i can say it won't do what i want sadly without resorting to some extra large numbers It's impossible to do this without tweaking the code in .cpp files. What i want is -for example 9x19 is stopped completely by a kevlar vest, while 7.62x51 goes through it uninterupted. But 9x19 can also go uninterrupted through some lesser jackets like flak jacket. The problem is -when you use very high armor piercing value, you then need very high armor tresholds between NIJ levels. For example a 25dmg bullet with 0,1 AP modifier, will go practically uninterrupted through kevlar vest with 25 protection. But then you would need 250 vest to stop it completely. Then you add FMJ rifle ammo with 50 base damage that has to go through that 250 vest with ease, and thus you need 0,01AP modifier. Then you need 5000 vest to stop the rifle bullet. Next you choose AP rifle ammo with 50 base damage, and you need to reliably go through that 5000 vest, you need 0,0005 AP modifier. That's only three levels of hierarchy, what if you wanted a whole NIJ level introduced? Or GOST levels? Very high numbers would be needed, which brings unnecessary strain to calculations.
And you also have that abysmal fluke modifier to damage with can change gun damage by -25 to +25 percent, which is insane, a 50dmg gun can either do 37,5 dmg or 62,5 dmg, which screw any armor treshold calculations.
[Updated on: Wed, 01 April 2020 03:20] Report message to a moderator
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Sergeant
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