Big B
Posts: 4870
Joined: 6/1/2005 From: Old Los Angeles pre-1960 Status: offline
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quote:
ORIGINAL: Ian R I don't know the answer.... .... but penetration table figures (striking target rolled homogeneous armour perpendicularly at 100m range, or for the Soviets 500m) at 50% success criteria do not correlate with stock device values. EG M4 Sherman (device #1180), 75mm/L38 M3 rifle - penetration table gives a best figure of 109mm with best ammunition. For the 76mm using an M79 AP round against RHA, tables show 154mm at 100m, & 131mm at 500m. HVAP is significantly better. Device values in game for the Sherman are 120 for each of penetration and anti-armour. Those values are also given to the lend lease M4A2 Sherman (device #805) and the Sherman V (#1091). EG2 - T34/85 - (device #878), 85 mm ZiS-S-53 rifle - penetration table gives a best figure of 138mm with a BR-365P APCR round, 121mm with HVAP, and 103mm with APCBC. Device values in game are 115 for each of penetration and anti-armour. EG3 - the UK 17lb a/t gun (device #1029). Using standard APC rounds, the tables give figures of 200mm at 100m, 175mm at 500mm, and using APDS rounds a lot more. Device values are 160 penetration, anti-armour 138. You can also see see (in the stock scenario 1) the old devices from the vanilla game in the lower numbered slots (e.g. the old M4 Sherman is in #474), and the ' new' stock devices still use those old values. I also understand that in some mods, the device values have been "tweaked" across the board, so as to influence how combats are resolved. I suggest, in the absence of accurate knowledge of whatever formulae were used, you find a like weapon and adapt its numbers. To add to this, you (anyone) should have good familiarity with the broad field of projectile armor penetration and relative armor quality of targets ...for AFV's or ships, as Ian R has demonstrated above, and then a good familiarity of values of all "like" devices in this game's database. If you really look deeply into the topic of guns and armor, from the many many divergent sources out there - the first thing that becomes clear is this: there seems to be no ONE legitimate number set. So now you're in the territory of best guessing. This now brings us to why you also have to be very familiar with all "like" devices in the database...so that as you start to tweak values - your doing it with a broad knowledge of all those devices in the game, which will allow you to keep the relative values you come up: A) Consistent with the rest of the similar devices in the game, and - B) ...should keep your values within pre-existing game ranges...so no one device will be out of balance with the range of values the designers ordained for those devices. This approach allows you to bring specific devices up or down the scale range of similar devices in the game without going out of balance. That approach is about the best you can do.... IMHO
< Message edited by Big B -- 10/22/2017 11:22:24 PM >
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