It also occurs when the projectile is deflected due to too high angle of impact (provided explosive value is < 0.7). It corrects the Missile/Rocket penetration bug by editing those weapon types to create regular (bullet/shell based) projectile submunitions on impact, restoring penetration ability. Intro.

Just wondering if anyone has anyexperience with the bullet damage enhancement mods, so sick of putting entire mags into single guys. For distances to the target >indirectHitRange and <4*indirectHitRange the damage falls off and can be calculated with indirectHit_mod = indirectHit * 1/ x^4, where x is the distance to the target expressed in multiples of indirectHitRange. "Bullet damage is realistic - hit them where they aren't protected and they go down hurtin'. But your FG must also accommodate the way the damage sim works. They do not cause undue network traffic in multiplayer. Arma's penetration simulation is very detailed and takes all these factors into account to generate an accurate "line-of-sight" path of a projectile through vehicle materials/armor.

Obviously, if you have non-armored parts of a vehicle that should be damaged by non-penetrating hits (tires, glass windscreens, unarmored vehicle parts, etc. The only properties that influence trajectory are initSpeed (CfgMagazines), airFriction (CfgAmmo) and coefGravity (CfgAmmo, default=1).

Nor can the submunition feature be used as a workaround (it is also bugged for missiles, and limited/unreliable for anything other than high-trajectory artillery shells). In the second approach, the hitpoints are constrained to be inside the armor layer (blue polygons). HEAT warheads). This can occur just once when the ground is hit, or multiple times if the projectile has a high "caliber" and passes through several pieces of fire geometry. In theory, a hitpoint location receives damage. It will crash your game and make it slower.

BTW, this happens even if every passThrough value is set to zero(!). The same is true if the projectile fully penetrates (as with Case A), but does not penetrate the Hitpoint-radius. That's right, some damage has already been done regardless of whether it is pistol-round vs. tank or sabot vs. bunny. As soon as the bullet impacts the geometry, the game calculates whether it has enough penetration to make it through. The previous section focused on general hitpoint placement with respect to armor and the penetration sim.

In the same category of immersion as Speed of Sound, but a step higher on the ladder, we have the JSRS Sound Mod, which is an absolute must-have for any player of Arma III. Caliber-based ballistics work very well, but caliber is bugged for rockets & missiles (it can't be added). It's important to understand that penetration and damage are not exactly the same thing in Arma 3--they have a slightly indirect relationship. Enter the full URL of your item or group's Facebook page, Enter the full URL of your item or group's Twitter page. You need to sign in or create an account to do that. You should add the mod bCombat, it also improves AI but in other fields too. This is how damage usually transpires with stock Arma vehicles (and most mod content as well, since it tends to conform to BI standards of vehicle creation). [location class] Keeping in mind that this location generally has no armor geometry protecting it and is thus easily damaged by the slightest hit, RAM generally increases the protective properties of explosionShielding and minimalHit to make tracks more resistant to minor weapons. Weapons with explosive=1 are considered fully 'explosive' and do full damage regardless of the projectile speed. More accurately: armor penetration is present, but its significance is overwhelmed by the global hitpoint effect, this due in part to the way hitpoint "spheres" are placed in many Arma vehicles. Internal structure should be blocked in for receiving damage--see, Avoid overlapping FG. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts.

But it is not clear that they add anything to the simulation of unguided M/R trajectories. Values between 0 and 1 control the ratio of kinetic-to-explosive damage (i.e. There are also a few simple properties that pertain to how tracking is achieved, but they are beyond the scope of this discussion. Only the explosionShielding (and minimalHit) property can mitigate this. All rights reserved. In vanilla A3, the effects of armor are largely ignored by the damage system. If the projectile has caliber=0 (no penetration) it will outright "kill".

Very thin components/armor (below 10mm thickness of the convex component) should be modelled thicker physically and reduced in "effective thickness" via plate materials, as the penetration accuracy for full material like "armour.rvmat" is not enough for such thin components. The four new properties account for the additional effect of a rocket motor: after "initTime", "thrust" is added to accelerate the projectile until it runs out ("thrustTime"), while "maxSpeed" puts a cap on the projectile's top speed. There are less "holes" between the spheres where a projectile can pass through without causing damage. Regardless, the following things happen: Arma 3. Everything withing a radius of indirectHitRange receives full indirectHit damage.

Some 'rules of thumb' regarding the preparation of vehicle FG: As discussed earlier, Hitpoints are required for a vehicle to take damage. Regardless of what the real vehicle uses for armor (aluminum, composite, etc. My friend Nathan can tell you about that lol. This means that very thin firegeometry will cause low amount of damage in most cases (as many projectiles will fully penetrate).

It is extremely easy to get very random damage results if you don't build your damage-receiving fire geometry and hitpoint (spheres) according to some very specific rules. To reiterate: the damage-FG should be fully. ^There is one exception to this "shortcut": hitpoint damage. appear to factor in to the simulation. Recall from the "Damage vs. The portion of damage depends on the amount of speed the projectile lost during penetration. The game does not really simulate movement within fire geometry. Trust me I've tested this extensively in the editor, this isn't just what I think about it from my in-game firefights. All rights reserved. Furthermore, if you fire a sufficiently high "caliber" bullet at a series of plates with setAccelTime set very low, you will notice a related curiosity. Use accurate thicknesses, accurate angles, and accurate materials. And if it doesn't have the ballistics to go further it will terminate here doing only this initial damage. If the projectile can penetrate the target's armor, it will continue moving and doing damage as it goes. Every major location on the target takes some damage. IndirectHit damage reaches freely through fire geometry to damage hitpoints. ... AGM and CSE to improve the realism and authenticity of Arma 3. Penetration is simply a factor of [remaining projectile speed at impact] and [CfgAmmo>"caliber"]. explosive = 0.5 means half the damage falls off with speed and half does not).

Pack MINUSTAH - Brasil no Haiti Oct 25 2020 Early Access Oct 16, 2020 Combat Sim "sideAirFriction" & "maneuvrability" (from CfgAmmo) and mass (from the P3D model) get honorable mention here. This is also a consequence of the penetration code 'shortcut'. The mod includes the following addons - disable them if you're currently subscribed: =workshop= ... Fixes whacky penetration and armor values, damage inconsistency, vehicle hitpoints and reworks the infantry armor system...ditching …

But they should not be so heavily protected that they are immune to large-scale indirectHit weapons (IED's, laser-guided-bombs, etc.). Consider the following two approaches to hitpoint placement for the same vehicle--the front view of a simplified AFV. Attack E is an example of an indirectHit attack. If you have a related Youtube channel, enter the URL. My biggest issue is when an autorifleman with no weapon sight 1 hits me when I have full armour from 300m away.

BI ignores penetration effects for these weapons and relies on exaggerated hit/indirectHit values to cause target damage. This damage is applied to global damage as well, but reduced via passthrough value on the hitlocation and the global armorStructural value. RAM generally ramps up these values to more or less cancel out the effect of global damage. The game does (instantly) calculate the precise depth of a partial penetration for the purpose of determining whether any hitpoint radii were hit. Generally a smaller number of (higher-radius) spheres can be used to define a volume. A projectile is headed for the target. ...as the projectile travels past the armor it starts doing much more damage to the area immediately around itself. "manuevrability" controls the rate of turning ability (mass may also play a role here--in that higher mass M/R's have a harder time turning due to momentum--but testing is required to confirm this).

Just wondering if anyone has anyexperience with the bullet damage enhancement mods, so sick of putting entire mags into single guys. Enter the full URL of your item or group's Polycount page, Enter the full URL of your item or group's reddit page, Enter the full URL to your item or group's Sketchfab page, This item has been removed from the community because it violates Steam Community & Content Guidelines. Description: This is a modified version of Lao Fei Mao's Damage addon (part of Lao Fei Mao 3rd person) that incorporates some of the newest weapon mods. 30mm autocannons are the most obvious example of this, the blast upon impact being enlarged to resemble that of a tank cannon, or otherwise much larger than they should be. Note 2: since 1/4^4 is not 0, certain indirectHit values will kill certain targets at the entire Radius of 4xiHR. Arma projectiles can skip through interpenetrating pieces of FG without noticing some of them. It modifies the damage output from all vanilla and some addon 5.56 and 7.62 ammunition using a damage coefficient. © Valve Corporation. Weapons with no or 0 explosive value are considered fully 'kinetic' and lose hit value as they slow below their typicalSpeed. Due to damage to all locations, damage to global health can be very high and somewhat hard to calculate. This occurs frequently in Arma 3 vehicles. This item will only be visible in searches to you, your friends, and admins.