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Medical Damage - Add alternate armor penetration #9217
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Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
Co-authored-by: Jouni Järvinen <[email protected]>
…/ACE3 into rework-armor-penetration
I've realized a way to improve performance on this would be to move it to |
I'm happy with this for now. Ready for review. |
Then I'd say the custom wound handler system is new enough that we can break BWC and help users in updating if that's the case. Still need a better approach though. |
If it was added in #8278, then I'd agree it's recent enough, but other opinions are welcome. |
_armorScaled = (log (_armor / (_passThrough ^ _passThroughEffect))) * 10; | ||
// Scale armor using passthrough to fix explosive-resistant & stupid armor (#9063) | ||
// Skip scaling for uniforms and items that don't cover the hitpoint to prevent infinite armor | ||
private _armorLevelStep = [4, 2] select (_itemType == TYPE_HEADGEAR); |
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Doesn't this change the balance compared to before?
I haven't looked at it in detail, so forgive me if I'm wrong.
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Yes. Changed back to vanilla levels except for stupid armor which gets capped. Works well enough IMO.
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Modded ammunition from RHS, NIArms and 3CB Factions performs all over the place with this enabled. I'm not going to pretend to know anything about penetration of body armor by small calibers, but balancing between mods is very noticeable.
I guess it's not an ACE issue though.
It's already a problem without this PR. NIArms ammo goes hard on hit but low on caliber for example. This at least finally sets a hard line in the sand for what works and what doesn't, IMO. But thinking of fixing it:
|
I was just comparing the behaviour of when the setting is off vs. on. I use Turning alternate armor pen on makes EPR and AP shine, although the amount depends on from which mod the ammo is from - is what I originally meant to say.
If we add patches, then it would have to be compats via ammo. Mod makers don't always use inheritance to the full extent when it comes to magazines, i.e. readding the |
When merged this pull request will:
Requires #10573.
Armor is converted to RHAe ( pulled from
\a3\Data_F\penetration\*.bisurf
) based on its scaled value and ignored based on projectile's ability to penetrate material.Balanced around ACE ammo values. We don't have to worry about 3rd party armor values because of #9216 and an armor soft-cap (at RHAe 110m) implemented in this PR. Overpenetration and angle of incidence are taken into account naturally by using impact damage to calculate impact speed, I actually trust the engine's handling of this more than whatever math we cook up.
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