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Projectile penetration and velocimeter

Posted: 2018-05-16 03:45
by B4rr3l
Fist, can some one explain how those commands works:

Material.name "rock"
Material.friction 0.8
Material.resistance 0.01
Material.projectileCollisionHardness 0.2
Material.penetrationDeviation 0.2 why some use -1?



Material.name "Grass"
Material.penetrationDeviation -1 ????

Material.active 6
Material.name "Grass_tall"
Material.damageLoss 0
Material.maxDamageLoss 0
Material.penetrationDeviation 0
(Why add this?)


Material.active 18
Material.name "Glass_vehicle"
Material.type 3
Material.friction 1.1
Material.elasticity 0
Material.resistance 0.01
Material.penetrationDeviation -1

Material.active 19
Material.name "Glass_bulletproof"
Material.type 1
Material.friction 1.1
Material.elasticity 0
Material.resistance 0.01
Material.projectileCollisionHardness 0.2 ????
Material.penetrationDeviation 0.2

both are penetrable? What is the difference?




And I have a quad Bike with a 3D analog speedometer already build on it, how can I make it move?

Image

Re: Projectile penetration and velocimeter

Posted: 2018-05-16 04:37
by Acecombatzer0
Apparently its hardcoded and instruments on vehicles/aircraft are static and not able to move or match actual speeds

Re: Projectile penetration and velocimeter

Posted: 2018-05-16 04:58
by B4rr3l
Acecombatzer0 wrote:Apparently its hardcoded and instruments on vehicles/aircraft are static and not able to move or match actual speeds

I see I have 2 materials with same commands but I don't know what make them penetrable or not... only difference I've noted is most of the penetrable ones have he is: Material.isOneSided 1

Bt not sure if that is the difference since there is some as grass with are penetrable but don't have this line.


Any deep explanation about those lines are appreciated.


The speedometer could be a RPM reader instead where is only goes up when you accelerate and down when you brake and stop accelerating.

Re: Projectile penetration and velocimeter

Posted: 2018-05-16 06:59
by Outlawz7
Something with rotational bundles, you give the needle PCO or something. It won't be accurate, it'll just move.

Re: Projectile penetration and velocimeter

Posted: 2018-05-16 15:39
by Mats391
This is what I found out some time ago by trial-and-error

projectileCollisionHardness:
Projectile penetrates is its projectileCollisionHardness is greater than that of defending material
Projectile will always penetrate if it has projectileCollisionHardness of 0
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates


damageLoss:



minDamageLoss:
Minimum damage lost for it to penetrate
556 penetrates up to 31.1999 (39 * 80%)
762 penetrates up to 40 (50 * 80%)
>> projectile only penetrates if minDamageLoss <= projectileDamage*0.8

isOneSided:
If true, always penetrates with 0 damage loss

Re: Projectile penetration and velocimeter

Posted: 2018-05-16 19:07
by B4rr3l
[R-DEV]Mats391 wrote:This is what I found out some time ago by trial-and-error

projectileCollisionHardness:
Projectile penetrates is its projectileCollisionHardness is greater than that of defending material
Projectile will always penetrate if it has projectileCollisionHardness of 0
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates


damageLoss:



minDamageLoss:
Minimum damage lost for it to penetrate
556 penetrates up to 31.1999 (39 * 80%)
762 penetrates up to 40 (50 * 80%)
>> projectile only penetrates if minDamageLoss <= projectileDamage*0.8

isOneSided:
If true, always penetrates with 0 damage loss
Very good!

But why material with exactly same code penetrates and some don't?


any clue about those ones?

Material.friction 1.1 ?
Material.penetrationDeviation (-1) ??


I don't really got that part:
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates

if attacker is 0.3 and defender has 0.2 it will penetrate, but if defender has 0.4, it will not. Is that right?

Re: Projectile penetration and velocimeter

Posted: 2018-05-17 15:39
by Mats391
Friction does not matter here, I think it only matters for mobile physics of meshes and then interacts with the drag setting.
Penetration deviation is just what it says, deviation added when penetrating. So if it hits the surface at 90degree angle, it might continue on 89degree afterwards. Values of 0 or smaller simply mean no deviation.

projectileCollisionHardness + minDamageLoss seem to determine if something can penetrate of not. It has been some time since I played with it, but basically if the hardness of the material of the projectile is higher than the one of the material it hits, it penetrates. At least that is what I observed back then. However I also observed those weird other situations.
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates
This means the projectile had hardness of 0.2 and 0.5 and the material I hit had hardness of 1 and smaller than 2.7. Then it penetrated. In the second case when I increased the hardness of the material I hit above 2.7 it stopped penetrating.
If you want proper penetration, I am afraid you need to invest quite a lot of time into testing these properties yourself :( I tested that stuff in debugger back then so I dont need to reload for every small change and then kept all properties the same and only changed one at a time to observe what happens.

Re: Projectile penetration and velocimeter

Posted: 2018-05-22 22:29
by B4rr3l
Thanks a lot buddy

"but basically if the hardness of the material of the projectile is higher than the one of the material it hits, it penetrates"

If that is so, a projectile with 0.5 hardness should not penetrate a 1 hardness material, much less an 2.7 one :confused

there is a lot of parameters using -1, any clue why it is different than 0?


Is it multiplied by 5?

Re: Projectile penetration and velocimeter

Posted: 2018-05-24 18:01
by Mats391
I have no idea, probably my observations were wrong :D

Re: Projectile penetration and velocimeter

Posted: 2018-06-03 02:24
by B4rr3l
[R-DEV]Mats391 wrote:I have no idea, probably my observations were wrong :D
lol, I will leave that study for the future heheh