DogACTUAL wrote:Arab, when you are testing the flare effectiveness, make sure you are aware of this issue:
Thanks for your efforts!
I think what you posted described only how it feels based on visual tests but that cannot be true when i look how refarctor engine works.
I'll will explain:
If your air vehicle get damage caused by the explosionradius only (splash damage), the ObjectTemplate.armor.defaultMaterial jumps in because Refractor Engine cannot handle multiple damagezone damage for splash damage.
It can only handle :
Direct Hit damage = here the vehicle armor materials for each zone jumps in.
Splash Hits = armor.defaultMaterial jumps in.
Direct Hit damage in combination with a followed explosion (including splash damage). That the overkill damage variant. Here, you get both damage sources.
What i know about PR's jets is a big bunch of jets, (i didn't checked all) have the same tweaks except the A-10 (maybe froogfoot too but idk).
armor.defaultMaterial 32 (A-10 =184)
armor.hitPoints 1800 (same for A-10)
mapMaterial 0 Airplane 32 (A-10 =184)
What i know about AA missiles is that they have 2 damage sources and sharing the same SplashDamage material and Direct Hits damage material.
Splash (radial) damage/material :
detonation.explosionDamage 550 / 750 / 900
detonation.explosionMaterial 53
Direct Hit (projectile) damage/material:
damage 750
material 53
So in generall the gameplay is like this.
Damaging Material 53 with damagecodes for splashdamage 600 - 900
Damaging Material 53 with damagecodes for direct hits 500 - 750
Compared vs. jet armor/defaultarmor materials 32 and 1800 HP's
When i look into the materialmanagersettings.con and look how Refractor handles the damage:
MaterialManager.createCell 53 32
MaterialManager.damageMod 7.5
Each damage source value get multiplied by 7.5
The main damage comes of from the explosion damage but i heard it get reduced (or maybe not) over distance. How much it get reduced, or if there is any damage fading out, idk.
Splashdamage values excamples :
600 x 7.5 = 4500 - distance damage loss
750 x 7.5 = 5625 - distance damage loss
900 x 7.5 = 6750 - distance damage loss
vs. 1800 HP
The minimum damage of a direct hit with the weakest missile ingame is 3750 and that vs. 1800 HP's. Here is no damage reduction.
I would suggest to reduce the damaging material multiplier.
On a map with 2 jets are atleast 2 opposite site jets, a manpad, altleast 1 AA vehicle and 3 fob-stinger emplacemnts.
But here we come to the next missile bug that need a fix, the secondary ghost missile.
I never experienced myself because i'm not a fly boy but what i saw from YouTube clips is that this ghost missile kills friendlies via Direct Hit or can someone say more about that.
What i suspect with the ghost missile bug is that after the explosion damage the main projectile continoues flying direction next heatsource and kill it because it cause enough damage in an armored zone.