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Effective armour - 8/23/2006 4:02:54 PM   
jordos

 

Posts: 4
Joined: 12/27/2004
Status: offline
Hi everyone,

I was using STUNZ's OOB editor the other day and noticed it has an 'effective armour' field in the units section, combining armour thickness and slope. I was wondering if this is the same as used ingame (altered by the angle of the incoming shot and such...) and what the formula behind this would be.

Thanks in advance!
Post #: 1
RE: Effective armour - 8/23/2006 6:22:41 PM   
FlashfyreSP


Posts: 1193
Joined: 7/6/2002
From: Combat Information Center
Status: offline
It is the same, but I don't know the exact formulas used. Those are kept pretty well "classified" by the Matrix team.

The game does take the Slope of the facing into account, which is seen during the game in the messages: a unit that you know has an armour of 50 max is hit by your tank, but suddenly it has 107 armour. This is the angle/slope thickness adjustment being made. Some of this you can see is you enable "combat logging" and check the text file outside the game; each "shot" is broken down showing the various modifiers and calculations used to determine the armour thickness and the result of the hit.


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(in reply to jordos)
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RE: Effective Armour - 8/23/2006 7:12:42 PM   
Daedalu


Posts: 52
Joined: 8/5/2006
Status: offline
There is a Armor Calc table on the web at one of the Army and Navy sites, It has the tables to Calculate the different types of armor ,the hardness type make and angel of attack of the penetrator, This is for light to heavy armor used in the field or all the way back to Naval armor and large shells. I have them backed up somewhere but you could find them if you looked with google.
This may help you ,as I used it and it is very good.

(in reply to jordos)
Post #: 3
RE: Effective Armour - 8/26/2006 12:05:56 AM   
jordos

 

Posts: 4
Joined: 12/27/2004
Status: offline
Thanks for the replies, I'll have a look at that armor calc table!

(in reply to Daedalu)
Post #: 4
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