Tank Warfare in PR?

General discussion of the Project Reality: BF2 modification.
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sr.bambino
Posts: 110
Joined: 2011-01-13 00:38

Tank Warfare in PR?

Post by sr.bambino »

Hey all,

I have a question about the physics of how the armor of a tank reacts to anti-tank projectiles.

I know the location of where the projectile strikes the tank has different effects and amount of damage, but does the PR physics engine tank into account the angel the projectile strikes the armor?

For example, if the tank is pointing at 11 or 1 o'clock in regards to the projectile, that projectile would hit the tank at a certain angel where it would be less effective and often bounce off - does this happen in PR?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Tank Warfare in PR?

Post by killonsight95 »

As Far As I Know, it doesn't affect the damage done.
Serbiak
Posts: 608
Joined: 2008-01-22 16:40

Re: Tank Warfare in PR?

Post by Serbiak »

I believe that in BF2 the angle was an issue since the projectile was able to bounce off and like that hit the tank twice.
A little complicated but when you shot the tank ontop of the front armor just infront of the turret tower from a higher elevated point it would bounce off and hit the turret tower again.

Not sure if this stayed the same in Pr though.

edit: ah I found a video for that:
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Tank Warfare in PR?

Post by Tim270 »

^Fairly sure the ricochet still exists in PR, intentional or not, but rounds will never just bounce off. Any parts of that tank that had the glass material you could 1 shot, not sure if that is fixed or not though..

Angle etc is not part of the damage model. There is only parts of the armour that do more damage when you hit them.

Have a look here for more info, google will also dig up some more about this

https://www.realitymod.com/forum/f388-p ... ion-3.html.
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