Rydygier informed us he has released a new version of the
Tank Damage System addon on the
BI forums.
Tank Damage System has originally been made by Nice_Boat but since he left the community Rydygier continued working on this project.
Quote Rydygier :
Please, report any spotted issues or improvement ideas. I'm rarely working on this, but it is still alive and I want to continue improving TDS as far, as needed/possible.
Changes:
- fixed some "bulletproof" infantry/exposed crew issues;
- fixed "dividing by 0" issues with armor thickness calculations for some tanks.
I'm poor in 3D vector/geometry math, and did not found good enough way to take into account slant, when tank is placed on the slope (obviously height levels are disturbed then, and hardcoded "turret begin level" is no longer vertically exact). Error is not so big, but for steep slopes makes noticeable difference sometimes.
Now consequently turret direction must be calculated separatelly from the hull - it is done.
Interesting, I always thought that tanks in A1 and A2 were much too strong against AT weapons.
Yesterday I had to fire 6 RPG against a M1A1 to make the crew bail out and it did not burn.
i tested it , at first it was awesome but than i noticed that vehicles didnt take damage, the crew dies butthe vehicle is still fine, i made some test fired lav25 with shilka(all the ammo) and lav25 survived it only crew died.
whats with the comments writing thing whan i press space it moves foward and deletes a letter....hmm.
Your problem with deleting its that u pressed the key "insert" or "ins", press it again and it should work as normal.
It makes you type text over the already written text and that's what happening, it's not deleting but adding an space :D
Wardog223 - most penetration values are placeholders and will be corrected later. If you catch anything like that, you can help me improve by sending an e-mail or posting in the BI forums thread. Also, please keep in mind that being unable to obliterate a vehicle with a lot of underpowered projectiles is a feature - realistically, if it doesn't penetrate, it doesn't penetrate. I don't think I'm going to model material attrition because it's going to allow for exploits like killing a tank with sustained MG fire - so if a part of the vehicle isn't destroyed (ie. becomes red) after repeated hits, you need to attack from a different angle or use a different weapon or munition.
As far as your example is concerned, you should be able to take out LAVs with a Shilka if you attack from the side - I'm not saying it's 100% realistic, the system needs tweaking and things like autocannons have, to put it mildly, less than perfect penetration values as of right now ;) On the other hand, most ATGMs, RPGs and tank cannons should be working more or less as intended as most of them have official or suspected values implemented.
Could be explained a bit better for noobs like me.
"Add to INIT:" [] exec "NBRandomizer.sqs" and add to INIT: this addEventHandler ["handledamage", {_this exec "NBTank.sqs"}]
Sooo can i add those 2 lines to a init.sqf? If yes, do i need to do it like this?:
[] exec "NBRandomizer.sqs";
this addEventHandler ["handledamage", {_this exec "NBTank.sqs"}];
Added the ";" in the end of both lines.
Would be nice with a clearer explanation. Thanks. :)
Maybe i managed to do it right?
Added the exec randomizer into a init.sqf, and then the evenhandler one into each tank i have in the mission. Correct?
Alex
Dev - the easiest way would be to run them through any unit's init field, but running randomizer through init.sqf and eventHandlers through tanks is fine too.
Everyone says V3 is a test and feedback version. Where can I download V2 for the playble version?
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