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.