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[?] Armor Piercing Rounds?

Posted: 2010-08-28 04:52
by clondicke
I love the fact that you can assign different calibers to the weapons in project reality, but is it possible to make a armor piercing round that would go through armor, I have never seen that in Battlefield 2 so I don't know if it is possible. But here I am anyways asking about it. I don't want the round to be able to go through tank armor, but through vehicle armor, i have noticed that the bullets will go through the windshield of the UAZ but not through the HMMWV windshield, I want it to be also able to go through the doors of the HMMWV but not through the Engine compartment and the Engine it self. Anyone have any thoughts, ideas or even tips?

Thanks In Advance.

Re: Armor Piercing Rounds

Posted: 2010-08-28 05:17
by Rhino
This topic is kinda hard to explain and do realistically with the BF2 engine.

Basically in BF2 you can have penetrable materials which you can set certain projectiles to be able to penetrate them, like for example you can have bullets penetrating though a thin sheet metal fence, which works perfectly well with BF2's penetration system. But having armour perching rounds penetrating tank or hummer armour is a lot more complicated. Its pretty easy to get it to work but to get it working realistically is anouther matter.

Basically in BF2, pretty much everything has something called a "collision mesh" and you have 3 main types of col mesh, col0 (decal col), col1 (physics col) and col2 (player col). Each col type servers there own purpose but the main one of interest for us is col0 as that's what bullets hit etc.

Now parts of the col basically have different materials assigned to different faces and that material determines how much damage the object might take from anouther material, if a projectile can penetrate it etc etc.

On a thin sheet of metal like on the metal fence, the col mesh on the metal of the fence is just a simple flat col that has a penetrable material set to it, something like "penetrable_metal_thin" iirc.

Now projectiles can only hit col meshes that are facing towards them, so when the projectile hits one side of the fence and passes though it, it dosen't actually pass into then out of the object as such hitting both sides of the object, it only passes into the object and then on its way back out it hits nothing. This is why it works perfectly fine with a thin bit of metal as its thin and in r/l, passing in and out of an object is one monition.

Now when we start talking much larger objects like a tank, if you set the tank's col up with a material the projectile can penetrate, what would happen is the projectile would penetrate the front armour of the tank, and then fly out of the other side of the tank and hit any object behind that tank, maybe anouther tank behind it or a wall or some terrain or w/e.

In r/l, when a projectile penetrates a tanks armour, it dosen't come flying back out again instead it bounces around inside of the tank killing anyone inside.

As such, the current system of the round not actually penetrating the armour but blowing up on the surface and damaging the tank is a far more realistic and better for gameplay.

In just words I can't really explain it any better than that I dont think but I hope that helps.

Re: Armor Piercing Rounds

Posted: 2010-08-28 06:34
by Rhino
Well a better way of looking at it is, there is no inside, all there is is the shell ;)

btw here is the col0 of the CR2, each different colour on the surface represents a different material:
Image

And all its Materials:
Image

(dont ask me why the glass on it is setup as penetrable glass, it shouldn't be should be just glass hehe)

As you can see on a tank the front parts of the tank, rear and side have different materials applied to them. This is so if you shoot the rear of the tank, you do more damage than shooting the front of the tank :)

Re: Armor Piercing Rounds

Posted: 2010-08-28 07:11
by Rhino
rear/top most likley but you would have to check the materials to find out :p