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Messages - kingtiger1891

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16
Developer Blogs / Re: Tanksystem Update
« on: 15-11-2013, 22:11:44 »
I'm talking about 2.45 system.

I hope it will be completely fixed with this new update.
From the detail released in this thread it's not a complete fix at all, more of a slight compromise to the 2.45 arcade crap. Sorry devs, I don't want to discourage you but personally I won't come back to FH2 as long as it's indulged in this "tank fight last longer" fantasy. And I doubt any of those who left in 2.45 would do.

17
Developer Blogs / Re: Tanksystem Update
« on: 11-11-2013, 22:11:15 »
I understand it's scaled down but what scale are we talking about? Panther gun still has 89mm penetration at 2000m and I bet it can go through sherman side at 3000m. Scale has no role to play here, at least not in this case. I can accept the "scale down" in more marginal cases such as panther cant one shot the 76mm side of Jumbo beyond certain distance, but not this one. Besides, it's true that not every tank IRL explode to one penetration, yet this cant justify 100% survival beyond certain distance.

18
Developer Blogs / Re: Tanksystem Update
« on: 10-11-2013, 21:11:50 »
I think the margin where you can 1S1K the Sherman to it's side armor is somewhere at 400m or a bit more.
400m can be called long distance but I'm sure I did shots longer than that from time to time, since it's just 2/3 the fog distance in some maps. 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.

19
Developer Blogs / Re: Tanksystem Update
« on: 10-11-2013, 18:11:07 »
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.
Am I to understand that Sherman would 100% survive one panther side hit beyond a bit more than 300m? And this is the basic M4A1, which means the A3, A4 would be more resistent.

20
Developer Blogs / Re: Tanksystem Update
« on: 09-11-2013, 07:11:05 »
Once again, as much as I appreciate all of this work, I feel the biggest problem of 2.45 was the damage over distance modifier, and that collision meshes didn't need everything stripped down...
I kinda feel the same here. What was changed from 2.4 to 2.45 is the damage modifier and therefore the problem comes from the damage modifier. I just hope the devs would drop the "tank fight should last longer" obssession which turns FH to vanilla BF style.

21
Developer Blogs / Re: Tanksystem Update
« on: 01-11-2013, 20:11:53 »
Good to hear that, hopefully this can really fix tank system and bring back a lot of old timers (including myself) ;)


Btw, what about the fix for distance modifier? Does the damage over distance still drop drastically?

22
I like custom maps too, but sadly custom map events had not been successful over the years :-\

23
General Discussion / Re: Development progress?
« on: 19-08-2013, 00:08:05 »
First you claim a shell would magically turn on impact to be more effective against slopped armor, now you tell me that if it doesn't it should turn toward the steel plate on exit ?



Just choose from one of the two answers: Does their so called "actual way of AP", blue curve, bend up or down? Up or down?

And again this is not what I tell you, it's what you should have seen in the pic by yourself.

24
General Discussion / Re: Development progress?
« on: 18-08-2013, 17:08:35 »
So what do you want to explain with this ? The slight curve at the exit point on left ? The basic balance of forces easily explains this, you don't need any other theory. And anyway it's the bloody EXIT point, who cares about the way the round exits, your point is all about it should penetrate with a turning round !
My point is the shell travels less distance than what trigonometric calculation would give. And I don't think I need to write an article to explain that's what happened in the photo. And for the "positive normalization"? The curve should bend to the opposite side if that's the case.

The theory discussion is really getting nowhere. If you still think it's reasonable for the thin APC armor to deflect a 75mm+ AP shell, try find a supporting evidence.

25
General Discussion / Re: Development progress?
« on: 18-08-2013, 13:08:35 »
That's the first time I've ever heard about this theory.
This smoky theory may seem obvious to you, but for any skilled physicist it is obviously plain bullshit.
A "skilled physicist" who first time heard (I'm not saying agree) this theory? Hmm...

And he uses quote marks ... He's not meaning "your" normalization, he's meaning an effect that would make penetration easier with negative values, and harder with positive value. Did you read the bloody chart ?  :-X
Ok, so a higher value of normalization means harder to penetrate, right?

Quote
“normalization” gets higher values with a greater shell diameter (that means more mass per mm²).
Greater shell diameter makes it harder to penetrate.

Quote
In other words: Small calibers are worse against sloped armor.
Small calibres are even harder.........

And again, as I told you previously if you read what I wrote, you don't need much observation sense to see that your picture doesn't prove anything.
I don't prove it, what happens is happened and is clearly shown on the photo. I brought up shell normalization because that's a one theory to explain this phenomenon. You have your own explaination to it on the other thread, fine, but does it make a difference? Isn't the armor plate of the vehicles have the same shape of cross section as the plate in the photo I post? It would make a difference if it's a triangular cross section.

26
General Discussion / Re: Development progress?
« on: 18-08-2013, 02:08:15 »
You didn't understand the article I think. Yes, he says that larger calibers are more effective than smaller ones, but NOT that the deflection effect doesn't exist with bigger shells.

In other words, there's an actual effect INCREASING the armor effectiveness with sharp slopes whatever the caliber (a positive one, the OPPOSITE of your normalization theory), BUT this effect decreases with shell size.

First I don't agree with that article, normalization is not an effect imagined by WoT devs, it's broadly accepted and proved by actual test(like the 120mm penetration pic I posted).

Second, the article itself had been contradicting in using the term normalization:

Quote
“normalization” gets higher values with a greater shell diameter (that means more mass per mm²). In other words: Small calibers are worse against sloped armor.

If "nomalization higher" here means increasing the target armor, then the first sentence means larger calibre and more mass per mm² helps increasing armor? Even if so, why the second sentence says small calibres are worse?

Third, we are talking about obivious case that shell should penetrate despite angle, like tank AP hitting an APC. The force per space a tank shell apply to 10mm of APC armor is way beyond its resistence, even it's shot from 10 degree.

Things are not just simple trigonometric, if it is, did you ever see a paper bounce off bullet?

27
General Discussion / Re: Development progress?
« on: 17-08-2013, 06:08:14 »
One site, this one, quite clearly states that real world normalisation values would be positive

Actually this article didn't tell a much different story:

Quote
“normalization” gets higher values with a greater shell diameter (that means more mass per mm²). In other words: Small calibers are worse against sloped armor.

That means angle has less effect on the penetration of large calibre shells(large compare to the thickness of plate it penetrates). That's why a 75mm or 88mm AP should penetrate an APC even it's hit on 10 degree.

Besides, angle mod of FH2 doesn't bounce the shell. If the vehicle's meterial can be damaged by a projectile, it will "absorb" it, though the angle mod may decide taking less damage.



When you hit the upper purple part of the Stug, in reality the shell should bounce into the frontal superstructure. In game, the shell would be absorbed by the purple part and hardly cause damage because of angle. Same thing happens on the model of PzIV, Cromwell, vehicles like Panther, Hetzer have less problem.

28
General Discussion / Re: Development progress?
« on: 16-08-2013, 22:08:27 »
I only get pages referring to World of Tanks. One site, this one

This article is arguing the whole idea of shell normalization..

The normailization works like:



Actual pic:



As it shows the shell is turning into the armor.

29
General Discussion / Re: Development progress?
« on: 16-08-2013, 20:08:20 »
That's elementary mechanics, the shell will bounce with very low angles, even if it's only a 10mm thick plate.
Remined me of an old joke: If a paper is sloped to 0.000000000001 degree, it can withstand any AP shell in any calibre...

Plz google: Shell normalization.

But to be fair, angle mod bug isn't really the problem, it was there in 2.4 and the bugs were minor back then.

30
General Discussion / Re: Development progress?
« on: 10-08-2013, 21:08:30 »
I guess asking for tank combat to be close to reality makes me an axis fanboy. That's where this mod went wrong, tweaking tank combat so CoD kids could charge into combat and not cry when they got smoked with one shot.

Can't agree more. That's exactly the frank version of: "We want the tank combat to last longer so there's more fun".

For the third time in this thread: bring back the 2.4 server!

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