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Author Topic: Hard armor  (Read 964 times)

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RABIZO

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Hard armor
« on: December 20, 2021, 09:58:12 PM »

Has the BAT ship been armored stronger?

In Vp mod, about 3 torpedoes were fatal.
In BAT, I tried it on the same ship as Vp mod,
I couldn't do any damage.



Although not shown in this video, torpedoes seem to explode before they reach the ship when dropped from a distance.
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WxTech

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Re: Hard armor
« Reply #1 on: December 21, 2021, 12:47:35 AM »

The code block of text is from ships.ini in BAT 4.0. The "strength_HullEnorm" is the highest strength besides Invulnerable. You could look in your vp modpack ships.ini file and see what strength is applied there.

Code: [Select]
// USS 'Missouri' (BB-63)

[USSMissouriBB63]
Description  USS Iowa Class Battleship 'Missouri' (BB-63)

Icon         shipDestroyer

// Model
Mesh         3do/Ships/USSMissouriBB63/Hier.him

// Motion Parameters
SliderDistance 567.675
Speed          50.0 //TASK FORCE
SoundMove      models.Ship

IsAirport 1

//Vitals

[USSMissouriBB63:Part0]
BaseChunk Hull01
strengthBasedOnThisSection strength_HullEnorm
Vital
 damageDepth   0.4
 damagePitch  -2.0
 damageRoll    4.0
 damageTime  164.0
 
[USSMissouriBB63:Part1]
BaseChunk Hull02
strengthBasedOnThisSection strength_HullEnorm
Vital
 damageDepth   0.4
 damagePitch  -2.0
 damageRoll    4.0
 damageTime  164.0
 
 [USSMissouriBB63:Part2]
BaseChunk Hull03
strengthBasedOnThisSection strength_HullEnorm
Vital
 damageDepth   0.4
 damagePitch  -2.0
 damageRoll    4.0
 damageTime  164.0
 
 [USSMissouriBB63:Part3]
BaseChunk SST01
strengthBasedOnThisSection strength_HullEnorm

[USSMissouriBB63:Part4]
BaseChunk SST02
strengthBasedOnThisSection strength_HullEnorm


 I don't know if there might be some other difference between game versions, such as whether different TNT values, etc., are employed as well. I include the 4.12.2 the Gun and Hull durability values table, which seems to be not present in my BAT 4.0 ships.ini...

Code: [Select]
[strength_GunTiny]
MinShotCaliber    0.00762
NumShots          30
MinHitExplTNT     2
NumHitExpl        4
MinNearExplTNT    4
NumNearExpl       4

[strength_GunSmall]
MinShotCaliber    0.0127
NumShots          40
MinHitExplTNT     4
NumHitExpl        4
MinNearExplTNT    8
NumNearExpl       4

[strength_GunMedium]
MinShotCaliber    0.02
NumShots          50
MinHitExplTNT     6
NumHitExpl        6
MinNearExplTNT    12
NumNearExpl       6

[strength_GunLarge]
MinShotCaliber    0.037
NumShots          82
MinHitExplTNT     8
NumHitExpl        8
MinNearExplTNT    16
NumNearExpl       8

[strength_GunHuge]
MinShotCaliber    0.045
NumShots          90
MinHitExplTNT     12
NumHitExpl        12
MinNearExplTNT    24
NumNearExpl       12

// Hull Durability

[strength_HullTiny]
MinShotCaliber    0.00762
NumShots          80
MinHitExplTNT     2
NumHitExpl        5
MinNearExplTNT    4
NumNearExpl       5

[strength_HullSmall]
MinShotCaliber    0.02
NumShots          84
MinHitExplTNT     4
NumHitExpl        12
MinNearExplTNT    8
NumNearExpl       12

[strength_HullMedium]
MinShotCaliber    0.030
NumShots          106
MinHitExplTNT     10
NumHitExpl        12
MinNearExplTNT    20
NumNearExpl       12

[strength_HullSub]
MinShotCaliber    0.030
NumShots          106
MinHitExplTNT     10
NumHitExpl        12
MinNearExplTNT    20
NumNearExpl       12

[strength_HullLarge]
MinShotCaliber    0.05
NumShots          118
MinHitExplTNT     12
NumHitExpl        25
MinNearExplTNT    24
NumNearExpl       25

[strength_HullHuge]
MinShotCaliber    0.1
NumShots          92
MinHitExplTNT     20
NumHitExpl        25
MinNearExplTNT    40
NumNearExpl       25

[strength_HullEnorm]
MinShotCaliber    0.203
NumShots          148
MinHitExplTNT     40
NumHitExpl        25
MinNearExplTNT    80
NumNearExpl       25

[strength_Invulnerable]
MinShotCaliber    0.203
NumShots          1000
MinHitExplTNT     1000
NumHitExpl        1000
MinNearExplTNT    1000
NumNearExpl       1000

As we can see here, for a hull section of "strength_HullEnorm", it requires a direct hit of 40kg of TNT to even begin to do damage, and it further requires 25 such hits to cause failure. I don't know how to extrapolate this to a larger charge and the resulting numbers of those hits to cause destruction. Bear in mind that ships tend to be structured such that there are three hull sections, roughly equally divided along the length. To assess numbers of hits necessary to destroy a section, concentrate on one at a time.

You could also skip 500kg or 1000kg bombs into a particular section (bow, amidships or stern), and see how many of those are required to set that section afire/smoking.
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WxTech

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Re: Hard armor
« Reply #2 on: December 21, 2021, 12:58:58 AM »

I just added a little more to my preceding post, in case you were reading while I was editing.  ;)
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RABIZO

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Re: Hard armor
« Reply #3 on: December 21, 2021, 07:29:59 AM »

Thank you for "WxTech".

I felt it was difficult.
"Ships.ini" has a lot of text, so I give up editing it.
When making a video of a fleet attack, I decided to use another mod.
In "BAT", torpedoes also explode before the arrival point, so setting the position of the torpedo bomber was troublesome.
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asheshouse

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Re: Hard armor
« Reply #4 on: December 22, 2021, 12:48:08 AM »

In "BAT", torpedoes also explode before the arrival point, so setting the position of the torpedo bomber was troublesome.
This is likely to be due to the collision box in the model being too big. Not a BAT specific issue. Would require 3d work to rectify. Not simple.
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RABIZO

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Re: Hard armor
« Reply #5 on: December 22, 2021, 01:15:37 AM »

asheshouse  Thanks.

"USS Yorktown CV-5 1942" and "USS Hornet CV-8 1942" sinking with four torpedoes
Vp mod



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