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Messages - Lightning

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16
Off-Topic / Re: A Song of Ice and Fire [HUGE GoT SPOILERS!]
« on: 17-11-2013, 20:11:33 »
*** *** *** SPOILERS (up to ADWD) AND THEORIES (for after) *** *** ***

I've been reading the wikipedia article on the War of the Roses and I'm noticing the huge correlations between it and A Song of Ice and Fire.

No spoilers in this bit if you're up to date on the HBO series

Mainly though, I noted the following:
First off, it is obvious that the House of Lannister represents the House of Lancaster and the House of Stark the House of York.

Now Robb Stark is in my opinion clearly Edward IV, Duke of York. First, his father Richard, Duke of York (Eddard Stark) is killed by the Lancastrians at the Battle of Wakefield in 1460. Notably, Richard's head is mounted on the walls of York by Queen Margaret, wife to King Henry VI. Edward IV subsequently wins a victory over the Lancastrians and is crowned King of England, based on the fact that the has a better claim to the throne than the Lancastrians.

As King however, he secretly marries Elizabeth Woodville (Jeyne Westerling), the widow of a Lancastrian knight. This (among other things) enrages his old supporter, the Earl of Warwick, who had been trying to set him up with a French bride. Eventually, he betrays Edward IV and joins forces with (ex-) Queen Margaret to restore Henry VI to the throne. Here we deviate from A Song of Ice and Fire, as Edward IV is not killed, but rather becomes king again later.


Here come the spoilers

Now my theory is that the Earl of Warwick is Roose Bolton. Another fact that links him to this character is that his army and Edward IV's army fought separately against the Lancastrians, with Edward winning at the Battle of Mortimer's Cross (in A Song of Ice and Fire the battle of the whispering woods) and Warwick losing the Second Battle of St Albans (in the books the Battle of the Green Fork), but surviving and later linking up with Edward again.

At any rate what is interesting is the battle in which Warwick is slain. This is the Battle of Barnet which was fought at 4 in the morning in thick mist. The Lancastrian army outnumbers the Yorkist army almost 2 to 1. As both armies advance, the nearly miss each other, the left flank of either army meeting the centre of the other. In the thick mist however, the "star and rays" sigil of the Earl of Oxford is mistaken for the "sun in splendor" sigil of Edward IV by the recently turned Marquess of Montagu's men, who subsequently attack their own Lancastrian allies. The Earl of Oxford then starts fighting Montagu's men, thinking they have switched sides again and the Lancastrians ultimately lose the battle. The Earl of Warwick is cut down as he tries to mount his horse.

Oddly enough, we find ourselves at the end of A Dance with Dragons with an impending battle in the snow, with a 'Lannister army' led by Roose Bolton about to attack the army of Stannis Baratheon. Although they outnumber them, the Freys and Manderlys are already at eachother's throats with the allegiance of the Manderlys being very questionable.

My theory is that the parallels continue and that Roose Bolton's men start fighting each other in the snow, after which his army is defeated and Roose Bolton is killed.


Do note I have carefully avoided any spoilers from the already released chapters of The Winds of Winter, so it may be you already know I'm completely off. If so, please don't tell me.

17
Off-Topic / Re: Revolting Uniting
« on: 17-11-2013, 01:11:53 »
if i get annoying by white folks, then i hate them.
That is totally racist though.

18
Developer Blogs / Re: Tanksystem Update
« on: 16-11-2013, 19:11:00 »
A hit from 0 to 60 deg from the surface normal does 100% damage.  Any hit at a greater angle does less, and the greater the angle the lower the damage.  There are 2 parameters that affect this, one is global and the other is per vehicle.  I cannot remember how they affect it exactly, but the vehicle one can be used to 'turn it off'.
What? So I've been angling my tank since 2.4 for no reason at all? Well scratch that being the most realistic and least arbitrary part of the damage system then...

This kind of information really should be documented somewhere.

19
Developer Blogs / Re: Tanksystem Update
« on: 16-11-2013, 15:11:21 »
Exactly. I don't understand people who have not even tested it and try to judge it. It is no fantasy crap, it is the result of some hard work and alot of discussions and research. People simply have no idea how far 500m are ingame. You can snipe enemy tanks over half the map.
I don't agree with this statement to be honest.

Let's go through the 5 points of the tank damage system I noted earlier and see how the values for each are determined.

1. Base damage and minimum damage

Base damage = 50 + Calibre in mm
Minimum damage = Calibre in cm * 25

Note that the unmodified damage a projectile does depends solely on the calibre of the projectile. This means that the unmodified damage of the Sherman's 75mmL40 and the Panther's 75mmL70 are identical.

2. Distance modifier

The distance modifier for all AP projectiles in the latest beta is currently a linear decrease from base damage to minimum damage over 600 metres. Note that this means that the Panther's 75mmL70 loses damage just as quickly as the Sherman's 75mmL40! If we compare the actual penetration tables for the 75mmL70 and the 75mmL40 we see that at 500 metres the 75mmL70 penetrates 120mm and at 2000m 90mm and that the 75mmL40 penetrates 70mm at 455 metres and 50mm at 1820m. Thus the 75mmL70 retains 75% of its damage at that distance and the 75mmL40  under 70% (it is hard to compare, as the distances aren't directly comparable). If we look at the 75mmL43 for example, we see only a 63% damage retention. Thus, it makes little sense to have the same distance modifier for all projectiles, yet this is exactly the case.

3. Material modifier

Each projectile is assigned a material based on the penetration it has at 500 metres at 30 degrees (basic reported value in literature). We saw in the previous point that the 75mmL70 penetrates 120mm, so it gets the material "120mm_penetration".

Do note that the actual penetration is 124mm, but since we only have materials at 10mm intervals, we have to use 120mm. Making materials for every 5mm interval will make the damage impossible to manage (if it isn't already!).

To calculate the material damage modifier we use the following algorithm.

The 120mm penetrating projectile will have a damage modifier of 3.75 against 120mm thick armour. For every 10mm less armour you have, your damage modifier will increase by 1.5. For anything above the penetrating values, the damage modifier will be 0 (no penetration).

So, against the Sherman's 80mm front armour you will have 3.75 + 1.5 * 4 = 9.75.
The Sherman has 70mm penetration, so it will not penetrate 80mm.

Against the Sherman's 40mm side armour the 75mmL70 will have 3.75 + 1.5 * 8 = 12.75.
Against 40mm the Sherman's 75mmL40 will have 3.75 + 1.5 * 3 = 8.25.

This has been the major change from 2.4 to 2.45. Before this, the relation was exponential.

4. Anglemod

I am not 100% sure how the anglemod works and I can't check, because its discussion was mostly held in a section of the old internal forum that was not fully copied.

At any rate, the anglemod regulates the damage done, so it will only be applied on penetrating hits. Then, the angle is checked, in increments I believe, and another damage modifier is executed. Due to its quantified nature, it does not follow the sine curve exactly, but rather does 100% damage up to 20 degrees and 0% damage over 80 degrees or something along those lines.

This is actually, in my opinion, the factor in the damage calculation that is least arbitrary and most closely follows the physical world.

5. Hitpoints

This is probably the most arbitrary values in the damage calculation.

The general formula is:

(Side armour (in mm) + Rear armour (in mm)) / 2 * 25

So for the Tiger that would mean: (80 + 80) / 2 * 25 = 2000
For the Sherman: (40 + 40) / 2 * 25 = 1000

These values are however often modified. For example, the Tiger actually only has 1500 hitpoints, because otherwise it would be far too powerful.




Of these 5 points, the internal beta differs from the 2.45 public release only in 2 things:
1. The range modifier has been changed to have minimum damage at 600 instead of 300.
2. Some few vehicles have had their hitpoints changed based on individual feedback.

Of course, there are other changes, such as the awesome new collision meshes, which greatly reduce the chances of greatly unexpected results, such as accidentally hitting at an odd angle because of a bad collision mesh or getting hits that do no damage.



But do not be fooled by the range modifier. This is actually a pretty large change.

Minimum damage is generally about 40% of base damage. In 2.45 at 300m you will do 40% of base damage. Now you will do 70% of base damage, so that is nearly twice as much. However, the further you get from 300m, the smaller the difference between 2.45 and the current beta will be. So at point blank range and at 600 you will do the same amounts of damage in both 2.45 and the beta.

20
Off-Topic / Re: Revolting Uniting
« on: 14-11-2013, 01:11:49 »
I hear opium production in Afghanistan is at an all time high. Might be a good time to get into heroin.

21
Developer Blogs / Re: Tanksystem Update
« on: 11-11-2013, 15:11:27 »
And considering the panther gun vs sherman side is a very extreme case (IRL 124mm@500m versus 38-45mm sherman side), I do think the new settings are still conservative, maybe the minimum damage should be enhanced.
Oh dear, the Sherman side armour is 40mm indeed, not 60mm. I don't have the internal developer version installed, so I can only look at the text files in the online repository. And those text files only list the materials used, not where they are used. I just assumed 60mm would be the side without checking.

So 40mm is mat 126 and the damagemod for 330 126 is 15.75. The correct values for the Sherman side armour are:

Damage at 0m: 1968 hp to side.
Damage at 300m: 1370 hp to side.
Damage at 600m: 772 hp to side.

So since distance modifier is linear, you lose 2.0 hp of damage per metre, so beyond 484m you will need 2 shots.

22
Developer Blogs / Re: Tanksystem Update
« on: 10-11-2013, 17:11:43 »
- Can a Panther now 1s1k a Sherman close to the fog of war now, or not?
PzV: 75mmL70; mat 330, damage 125, mindamage 49.
M4A1 mid: 1000 hp, front 80mm mat 130, side 60mm mat 128

Damagemod 330 130: 9.75
Damagemod 330 128: 12.75

Damage at 0m: 1219 hp to front, 1594 hp to side.
Damage at 300m: 848 hp to front, 1109 hp to side.
Damage at 600m: 478 hp to front, 625 hp to side.

It depends on how far the fog is. On small maps like Lüttich (170m) you probably will kill a Sherman in one shot, on a map like Totalize (650m) you will definitely not.

Of course, this assumes you have a perfect angle on your shot. Anglemod will decrease the damage further if you don't.

- Has the Hetzer been updated also?
Yes.

23
General Discussion / Re: Conspiracies Thread Mk II
« on: 10-11-2013, 10:11:04 »
Do mysteries like that often happen Lightning?
No, not really. Most of the problems are usually pretty obvious.

24
General Discussion / Re: Conspiracies Thread Mk II
« on: 09-11-2013, 18:11:41 »
Well, it was a really long time ago, maybe I remembered it wrongly.

25
General Discussion / Re: Conspiracies Thread Mk II
« on: 09-11-2013, 17:11:36 »
Funny story about Kuuterselka.

During testing we got some very strange FPS drops that only happened when there were more than 20 people on the server. We figured (logically) that it might be a problem with the new player models, so we had everyone meet up in the centre of the map, but oddly, there was now no lag at all.

As we're discussing what the problem might be, the beta testers start screwing around and suddenly we notice the lag creeping in again.

Getting an idea, I asked everyone to suicide and come back with either a PPsH-41 or a KP/-31 Suomi. So everyone meets up again and I say "Ok, at the count of 3 shoot your entire magazine up into the air. 3... 2... 1...".

My FPS dropped from 60 to 0.5...

Turns out the little empty bullet shell models we far too complicated and 1200 of the little buggers interacting with the environment at the same time was more than any PC could handle.

26
Developer Blogs / Re: Tanksystem Update
« on: 09-11-2013, 17:11:40 »
Logical as it sounds, it is not 100% true.
1) Damage over range modifier wasn't the only change
It's the material damage modifier that was radically changed, not the damage over range modifier, that wasn't changed at all. Of course many other factors are involved, but the material damage modifier is by far the biggest change.

For some weird reason, all colmeshes got f***ed up in the last patch.
How did you arrive at that conclusion? As far as I know you can only change collision meshes by re-exporting the object and that certainly did not happen to all vehicles. Maybe collision detection got screwed by the changes to projectile ricochets and projectile tracers, but as far as I know those have been reverted in the latest beta. That may account for the random behaviour, but it does not affect the damage model when it functions normally.

27
Developer Blogs / Re: Tanksystem Update
« on: 02-11-2013, 22:11:25 »
What's that in FH-maths? Lets say compared to pre 2.45 damage drop?
distToMinDamage has been 300m since 2.4 (and was 400m before that).

The primary 2.4 - 2.45 difference is in the linearisation of damage modifiers. In 2.4 they followed an exponential curve, in 2.45 it's more linear.

For example, the damage modifier against an 80mm plate (Sherman front hull) (2.4 / 2.45)
75mmL40-APCBC: 1.5 / 3.75
75mmL43-AP: 4.5 / 5.25
75mmL48-AP: 7.75 / 6.75
88mmL56-AP: 11.31 / 8.25
75mmL70-AP: 15.26 / 9.75
90mmL50-AP: 19.69 / 11.25
17pdr-AP: 24.7 / 12.75
...
88mmL71-AP: 52.29 / 18.75

So, in 2.4, guns got exponentially more powerful against a certain armour thickness. In 2.45 it is linear. As you can see, in 2.4 the Tiger II did 4.6 times as much damage as the Tiger I. In 2.45 only 1.5 times as much. This does mean that compared to 2.4 the Tiger II does 2.8 times less damage in 2.45.


These values are unchanged from their 2.45 values in the latest beta.





Vehicle damage is very complicated in Forgotten Hope 2. To calculate how much relative damage your shot does you need to know:
1. Base damage of your gun (each projectile has its own base and minimum damage)
2. Distance modifier (damage decreases over distance, this is linear from base to min damage, min damage is generally 40% of base damage)
3. Material of your projectile and of your target (each projectile interacts differently with each material, this table contains the damage modifiers)
4. Anglemod (this checks the angle of impact and reduces the damage accordingly, from full damage at 90 degrees, to no damage at 0 degrees)
5. Hitpoints (each vehicle has its own unique amount of hitpoints, so hitting the 80mm side of a Tiger II does the same absolute amount of damage as hitting the 80mm front of a Sherman, but because the Tiger II has 2000 hitpoint and the Sherman 1000, the relative damage is twice as low)


To get something that feels right, you need to tweak these all these factors against eachother. With near 100 tanks (just tanks, not other vehicles), roughly 20 materials for armour (only counting regular unspaced, unskirted armour) and 74 materials, base damage and minimum damage for projectiles (not counting HE projectiles), this is ridiculously complex.

28
Developer Blogs / Re: Tanksystem Update
« on: 02-11-2013, 16:11:55 »
So basically it´s like the 2.4 tank system without crazy top-shots?

2.4 had anglemod enabled as well.

So basically we're back to the "consistent" tanking of 2.4?

Tank collision meshes in 2.4 and 2.45 are the same. If there is a significant difference in consistency between 2.4 and 2.45 it is therefore unlikely to be due to collision meshes. There is probably a difference due to the larger range dependency in 2.45 and the introduction of laggier 128 player servers, but those factors are still present. Though I believe the distance dependency may have been tweaked. Nevertheless, collision meshes were a disaster and I'm sure they were responsible for a large amount of strange effects and Stubbfan has done an awesome job in fixing them all.

29
Off-Topic / Re: Revolting Uniting
« on: 23-10-2013, 20:10:02 »
This reminds me a little of the annually recurring tradition of accusing atheists of trying to destroy Christmas. A very small minority raises some concerns, eliciting a completely disproportionate reaction of seemingly every single person who enjoys Christmas.

The same is happening now. I can't open the newspaper or watch television without people complaining and complaining and complaining. It even goes so far that I am bothered by it on the bus, having to listen to the conversation of the person next to me, complaining that "those damn immigrants should be grateful we let them into our country and shut the hell up". It's a pointless discussion that only polarises groups that aren't getting along very well today as it is.

And for fuck's sake it's still 6 fucking weeks until December 5th...

30
Off-Topic / Re: Revolting Uniting
« on: 22-10-2013, 20:10:14 »
I'm not saying Zwarte Piet should be white. I'm saying you should not kid yourself (and especially not others (including children)) about him being a black person. Saying he is black because of chimneys is what I find offensive, because he obviously is not.

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