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Old 2018-08-01, 18:26   #1
[R-DEV]Mats391
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Default Vehicle damage system update


One of the featured changes in the upcoming v1.5.5 update is a complete overhaul of the vehicle damage system. In the past, this was very unforgiving for armor crews as it often left your vehicle unable to move after a single hit. This is due to how the current system decides the chance of disabling and what gets disabled. Right now it checks whether to disable parts of the vehicle at two values vehicle health point (HP) values: 50% and 25%.

For example the chances for disabling an APC are:
  • When dropping below 50%:
    • 80% chance to disable tracks/wheels
  • When dropping below 25%:
    • 90% chance to disable tracks/wheels
    • 50% chance to disable gun
With that, the focus was on disabling the tracks/wheel often leaving the vehicle unable to retreat. That usually was a death sentence for the crew and vehicle. These numbers were not randomly chosen, but put into place to allow infantry to fight these vehicles effectively without making them die on the first AT hit. However there is another issue with this. Since the disabling can only happen when crossing those 2 HP values, dealing too few damage has no chance of making an impact. This is very obvious on the ATGM vs tank front armor. A full HP tank can take an ATGM to the front and not worry about getting disabled by it.

With those problems in mind we set out to rewrite the entire damage system and change the way disabling gets checked. Now checking for disabling happens on every significant damage taken and is based on the previous HP and the damage taken. The base chance to disable is based on this formula:


In addition to that we also added a modifier to the chance of disabling the tracks/wheels. These now have a 75% lower chance of getting disabled than the turret.


Note: Dropping from 100% to 50% results in same chance as dropping from 50% to 25%.

With that an ATGM to the front of a tank already add a real risk of disabling turret, tracks or both as well as increasing the chance to get disabled when taking further damage.

We also changed how the turret disabling works. In the past we disabled the entire turret making no weapon usable and disabling movement of the turret. This also had a side effect of the players still seeing themselves shoot locally, while the server did not register any shot. The new way is based on [R-DEV]Alon's work of modifying weapon overheat values from the server side. With that we now selectively disable weapons for the gunner. In the current implementation the coax and smoke launcher will stay active while every other weapons gets disabled. We also upgraded the HUD to display when your weapon is disabled. The name of the disabled weapons will then turn red.


At last there have been some other changes and fixes to the code. Most notably the disabling of ATGM on Bradley has been removed as it would have required significant work to update for only one or two vehicles using it. This feature may come back at some point.
Another change is to the upside-down check done on choppers. This is now more forgiving as it will no longer instantly disable the main rotor (main rotor can't get disabled anymore on choppers), but instead damage the chopper while it is upside-down until it dies or the damage disabling kicks in.

We hope these changes will make the usage of these assets more enjoyable. Please provide us with feedback when v1.5.5 comes out and let us know how you like the new system.

Support Project Reality!

The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.



For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!



- The Project Reality Team
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Last edited by Outlawz7; 2018-08-03 at 14:16..
Old 2018-08-02, 19:02   #2
[R-CON]​CAS_ual_TY
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Default Re: Vehicle damage system update

This actually sounds like a very good change.

So Bradley got a buff, what about the Puma?


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Old 2018-08-02, 19:08   #3
[R-CON]​Frontliner
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Default Re: Vehicle damage system update

Both vehicles use(d) the same system. It's removed on both for now.

VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
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AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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Old 2018-08-02, 20:01   #4
Psyko
Default Re: Vehicle damage system update

Quote:
Math burns my eyes

May I ask, does this dmg change only apply to ATGM or does it also apply to being hit with rounds from other projectiles?
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Old 2018-08-02, 20:08   #5
[R-DEV]​AlonTavor
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Default Re: Vehicle damage system update

this applies to any kind of damage
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Old 2018-08-02, 20:14   #6
chrisweb89
PR Server License Moderator
Default Re: Vehicle damage system update

Looks pretty good. Always asking for more I was wondering if its possible to have different disabled states for the turret. Basically having 3 possible levels of turret health. 1 being good to go completely, all weapons good, 2 being turret can still move and function but main weapon is down and finally the 3rd disabled state of turret is unable to move, and all weapons are down. Thinking about the IRL hits some would maybe disable a weapon or crewmember and others could completely disable the mechanism and leave the turret useless.

Its also going to be quite strange now dealing with tanks especially, not really knowing if their main gun is down or just not being used.
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Old 2018-08-02, 20:39   #7
Hunter291
Default Re: Vehicle damage system update

So you did this instead of fixing aa thanks.
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Old 2018-08-02, 21:39   #8
mockingbird0901
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Default Re: Vehicle damage system update

Quote:
Originally Posted by Hunter291 View Post
So you did this instead of fixing aa thanks.
Fix it yourself then if it's so important to you.

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Old 2018-08-02, 22:53   #9
VTRaptor
Default Re: Vehicle damage system update

IMO there should be some sort of field repair system where the crew could partially fix the vehicle and get it back on its tracks/wheels. A bit time taking, but still quicker than begging anyone for a logi.

Disabled vehicle is as good as dead.
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Old 2018-08-03, 03:13   #10
[R-MOD]FFG
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Default Re: Vehicle damage system update

Quote:
Originally Posted by Hunter291 View Post
So you did this instead of fixing aa thanks.
now apcs wont get tracked every lat fired at them like they were before. It required a rework because it was buggy af

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