JWE
Posts: 6580
Joined: 7/19/2005 Status: offline
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quote:
ORIGINAL: Dili Nathan Okun have the target steel quality in his formulas. Maybe you need to balance the British vs US one for allies. I also think that using only the muzzle velocity(range zero) induces a bias to high velocity guns. Consistently when i was working in WITP-Mediterranean that would put the Italian guns way over British ones in penetration which added problem that Italian armor steel was good too. So i would say averaging at 10kyds for big guns and maybe 5kyds for smaller ones then proportionally increase the penetration to a muzzle value penetration that game can accept. There is also the issue of specific hvy weight projectiles. Dili has the right idea. Given the game algorithm, what comes out of the mouth of the tube don't matter a whole lot. One must work backwards. Given how the algorithm reduces Pen as a function of range, one overlays the plots and finds a good range as a starting point. I use a very simple 5km (5k yds) for Babes. For my personal mod, I use a function related to caliber and sectional density. It's very close to stock, and extremely close to Babes, so it really isn't worth worrying about. Babes numbers, in-game, are as good as they get. The rest is just foreskin. FyI, JuanG and I have been diddling back and forth with programs, and his NaAB program seems to work rather well within the parameters of Natan Oakun's FaceHard. Think NaAB has a better GUI than Big Gun, and is a bit more smarter; just MHO. Forget any crap you hear on these boards about armor, or penetration, from me ,or anybody. None of us truly know squat, particularly Sid. If you really want to learn about penetration and the armour it has to penetrate and which the penetrational values are calculated against, and the math that's required to work it out, I beg you to spend a week or so at Nathan's articles at NavWeaps.
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