Medical Damage - Add alternate armor penetration#9217
Medical Damage - Add alternate armor penetration#9217LinkIsGrim merged 85 commits intoacemod:masterfrom
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Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
…/ACE3 into rework-armor-penetration
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I've realized a way to improve performance on this would be to move it to |
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I'm happy with this for now. Ready for review. |
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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:
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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 |
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No. For the rest of the stuff if you can make it work consistently then open a PR. |
Worst case we make compats under the mods requiring |
addons/medical_damage/functions/fnc_woundsHandlerArmorPenetration.sqf
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Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
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Would it be possible to add a setting that acts as a multiplier to the round's penetration capability? To me it would seem by far the simplest way to eliminate discrepancies between how different mods configure their ammo. Or if people just don't want armor to be as impactful. |
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@Zantza sure, just add a new setting to initSettings and a coefficient to the penFactor |
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If I remember correctly, there was a slider to adjust the armor penetration in the Medical settings before the last update, |
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First of all, thank you very much for your efforts in improving the Ace medical system. However, I have noticed some inconsistencies in the latest update. (and sorry third but last post after more investigations). The first issue is that the default settings are configured to prevent damage to limbs, which seems unusual. Besides, the RHS ammunition is causing deadly bruising, but not bleeding? I assume it's a bug, given that there is blood on the ground. I ran the following linked tests with JHP and FMJ bullets from RHS (visible in the top right corner of the HUD), but could not notice any differences. Also it seems the vanilla handgun is not affected by the update/settings. The feature is seeding a lot of misunderstanding among the community. Some damage were already controversial before the update and this one is giving more confusion about settings and the damage system. I think everyone would appreciate if you could clarify some settings or rerun more tests. https://www.youtube.com/watch?v=utSGyUVhAEM&feature=youtu.be |
No it doesn't. As you show yourself in your video, the vanilla P99 still damages limbs.
What threshold are you talking about? What do you mean by 'this time'- context?
If you read the PR's description, this is in fact not the whole point of the feature. I'll quote directly:
You have tested none of these in your video. Test any AP vs non AP ammo on armor: e.g. base game tracer vs ACE AP, or even RHS M855 vs RHS M855A1 and you'll notice a difference in how many shots it will take to knock a person unconscious (and you'll likely see a difference in wounds created).
What settings are you referring to - context?
ACE balances for the base game. RHS balances things much differently than the base game and we don't take that into account. Hence why you are seeing weird things like:
Why haven't we balanced RHS damage? It's simple: we haven't found a good approach for a solution yet. |
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Thanks a lot for direct answers ! However, I genuinely still don't get everything yet. If the feature aims to change AP amo effect, should not we feel only changes for armored soldier ? Or is it like a needed global rewrite with side effects to be able to include this feature ?
I just don't get why limbs are damaged when the option in set to never have damage on limbs.
The limbs damaged threshold is set too high by default to use the RHS G17 for example.
Fair, so same problem as the question above. Again, i just want to understand and help by giving feedback. |
I suggest reading the tooltip of the setting, because that's not at all what that setting does. Feel free to ask on discord if you don't understand something, because it's off topic for this thread.
It affects all armor, including armor that is in uniforms (which is more than you'd expect). I will try to take a look at what I can do to improve it. |

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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