Vehicle damage system update

Project Reality announcements and development highlights.
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Vehicle damage system update

Post by Mineral »

Menuen wrote:Good change :) . Let's hope that your turret will not be down after 1 AP shot from the tank all the time. And also if you have time you could fix big weakspots on Abrams, Chinese and French tanks :)
Feel free to report those :)
Image
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: Vehicle damage system update

Post by FFG »

DogACTUAL wrote:Wasn't that because DEVs literally set the chance of that happening to 80% with full intention?
Seems like lately quite a few fully inentioned behaviours ingame are called a 'bugs' lol.

In any case, the new system looks really cool and i guess everyone including myself is thankful that someone took the time to improve this mechanic in the game.
Not really, The old system wasn't reliable. Had alot of really bad bugs, in an effort to fix some of the bugs it became a more reliable system and thus acted felt more like the chances had changed. when in all reality was just less broken.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Vehicle damage system update

Post by DogACTUAL »

Oh, so the chance was always 80% then. Thanks for clearing up my misunderstanding. Looking forward to seeing how the new disabling sysem will play out, but i think it is safe to say it will play much better and be more nuanced!
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
User avatar
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: Vehicle damage system update

Post by WeeGeez »

Nice changes
Image
Cheap computer build / fast track upgrade for slow computer for PR > Guide
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: Vehicle damage system update

Post by InfantryGamer42 »

VTRaptor wrote:IMO there should be some sort of field repair system where the crew could partially fix the vehicle and get it back on its tracks/wheels. A bit time taking, but still quicker than begging anyone for a logi.

Disabled vehicle is as good as dead.
Image
Maybe we could have repair station as deployable whit FOB and two creats. Vehicle would repair(but not get ammo) as long as it doesnt move or fire any onboard weapons.
robert357
Posts: 233
Joined: 2016-01-29 12:58

Re: Vehicle damage system update

Post by robert357 »

Logi trucks have deployable repair stations.
Image
Carti
Posts: 34
Joined: 2018-06-24 12:10

Re: Vehicle damage system update

Post by Carti »

robert357 wrote:Logi trucks have deployable repair stations.
Yeah but it takes 5-10 minutes or more to get a logi to your tracked vehicle and sometimes it's pain in the ***.
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: Vehicle damage system update

Post by MikeDude »

Hue Go Mats
Image
Image

[3dAC] MikeDude
Loving PR since 0.2.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Vehicle damage system update

Post by saXoni »

Carti wrote:Yeah but it takes 5-10 minutes or more to get a logi to your tracked vehicle and sometimes it's pain in the ***.
If you can't wait 5-10 minutes for repairs you should find yourself a new game.
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Vehicle damage system update

Post by anantdeathhawk »

If a hit on the tank's hull and turret can be detected, as it can have different materialsImage
(https://www.realitymod.com/forum/showthread.php?t=140942) then, could a code be written that when a hit on the track material is deteced, there's a probability that the tank is detracked and likewise when a hit on turret material is detected, there's a probability that the tank's turret is jammed or gun is jammed or coax is jammed or any combination there of?
Image
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Vehicle damage system update

Post by AlonTavor »

anantdeathhawk wrote:could a code be written that when a hit on the track material is deteced
No, we cannot detect any hits on anything. We can only detect health changes.
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Vehicle damage system update

Post by anantdeathhawk »

So this cross mark also shows up because of health change?
Image
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: Vehicle damage system update

Post by InfantryGamer42 »

anantdeathhawk wrote:So this cross mark also shows up because of health change?
Im not sure on what you mean. If you mean that red one on right side, im pretty sure thats mine marker, but I could be wrong because I didnt played based BF2 for year or more.
User avatar
Suchar
PR:BF2 Lead Developer
Posts: 2208
Joined: 2016-10-12 13:25
Location: Poland

Re: Vehicle damage system update

Post by Suchar »

InfantryGamer42 wrote:Im not sure on what you mean. If you mean that red one on right side, im pretty sure thats mine marker, but I could be wrong because I didnt played based BF2 for year or more.
He meant the cross mark that appears when you hit something I guess.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Vehicle damage system update

Post by AlonTavor »

This cross mark is controlled by binaries. Not python logic. There's a setting to disable it, which is what we do.
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: Vehicle damage system update

Post by Coalz101 »

Range is more useful now, both were at close rang:. "Tracks a Abrams with HEAT from T72S1 front armour"
"T72S1 gun gets destroyed from AP front armour by Merkava"

I've not been engaged long range yet so idk.
lakinen
Posts: 215
Joined: 2016-12-03 15:24

Re: Vehicle damage system update

Post by lakinen »

The cross mark it means you hit something(something active like solder,vehicle),in this mode is turned off.
There are several ways to test the armor:
-the simplest-start the game by creating your game(map with vehicles).Move two tanks/apc somewhere,jump into one
and shoot the other (in the areas you want to test,front armor, rear armor,hull...).Then go into another tank and see type of damage(stuck tank,turret,alarm activated..).So you can test the types of ammo,how many hits in some areas of the tank and more..It's a long process,but it always takes time to test something.Better still if there are 2 players in the game on the opposite sides.
-tough way but more precise.In Predit mode put armor bar to the vehicle.Then when you hit vehicle you can see how many dashes vehicle is losing when it's hit.This requires a bit of knowledge about BF2editor.!warning: this only work in Predit mod not in PR!

As far as I know,game engine only recognizes type of material which is hit,not the part of the vehicle that is hit.Which means if you hit the tracks,the vehicle will not stop...

greeting

There's no real flame on your screen, it's just magic :-D
HASHARIN
Posts: 1
Joined: 2018-11-17 23:07

Re: Vehicle damage system update

Post by HASHARIN »

looks great.
Locked

Return to “Announcements & Highlights”