PDA

View Full Version : Vehicle damage system update


Mats391
2018-08-01, 18:26
http://media.realitymod.com/headers/prbf2_update.png

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:

https://i.imgur.com/YjgQnfL.png

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.

https://i.imgur.com/MSBWAvt.png (https://i.imgur.com/PgO2Uf2.png)
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.

hfvSC98Jad0

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 (https://www.realitymod.com/donate) 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.

https://media.realitymod.com/promo/pr_donate_banner_500x92.png (https://www.realitymod.com/donate)


For more information, please feel free to join us on our public forums (https://www.realitymod.com/forum) 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!


https://media.realitymod.com/news/smicons/facebook.png (http://www.facebook.com/realitymod) https://media.realitymod.com/news/smicons/moddb.png (https://www.moddb.com/mods/project-reality) https://www.realitymod.com/www/images/about/discord.png (https://discord.me/projectreality) https://media.realitymod.com/news/smicons/youtube.png (https://www.youtube.com/channel/UC9QwMtFdgVVrkVoUjzCvTWw) https://www.realitymod.com/www/images/about/reddit.png (https://www.reddit.com/r/ProjectReality/)

- The Project Reality Team

CAS_ual_TY
2018-08-02, 19:02
This actually sounds like a very good change.

So Bradley got a buff, what about the Puma?

Frontliner
2018-08-02, 19:08
Both vehicles use(d) the same system. It's removed on both for now.

Psyko
2018-08-02, 20:01
https://i.imgur.com/YjgQnfL.png

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?

AlonTavor
2018-08-02, 20:08
this applies to any kind of damage

chrisweb89
2018-08-02, 20:14
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.

Hunter291
2018-08-02, 20:39
So you did this instead of fixing aa thanks.

mockingbird0901
2018-08-02, 21:39
So you did this instead of fixing aa thanks.

Fix it yourself then if it's so important to you.

VTRaptor
2018-08-02, 22:53
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.
https://i.imgur.com/RisNVVY.png

FFG
2018-08-03, 03:13
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

Raidonrai
2018-08-03, 08:28
Change looks pretty lit.

PBAsydney
2018-08-03, 09:18
Love it. APCs should finally be useful on forest and urban maps again.

Carti
2018-08-03, 09:52
Really cool update, looking forward to play it when it comes out 8)

Psyko
2018-08-03, 16:39
So you did this instead of fixing aa thanks.

mom: look we got you a jet ski for christmas
child: BUT I WANTED A MONSTERTRUCK!!!

the stones it takes to criticize a gift.

Hunter291
2018-08-03, 20:33
Man if you only knew what I've being saying. Its a joke man

SShadowFox
2018-08-03, 20:53
*says stupid shit*

*gets criticized*

"It was only a joke lol. How can you guys not see a joke through some words on a forum? lol"

Psyko
2018-08-03, 22:55
It totally wasn't a joke...

If it was a joke...Can you please acknowledge that your joke bombed?
:lol:

Imchicken1
2018-08-04, 00:08
Sounds like a great change for both infantry and vehicles. Thanks!

Menuen
2018-08-04, 06:18
Good change :). Let's hope that your turret will not be down after 1 AP shot from the tank all the time. And also if you have time you could fix big weakspots on Abrams, Chinese and French tanks :)

DogACTUAL
2018-08-04, 07:54
now apcs wont get tracked every lat fired at them like they were before. It required a rework because it was buggy af
Wasn't that because DEVs literally set the chance of that happening to 80% with full intention?
Seems like lately quite a few fully inentioned behaviours ingame are called a 'bugs' lol.
Fix it yourself then if it's so important to you.
DEV forbade (https://www.realitymod.com/forum/showthread.php?p=2189537#post2189537) us to try fix it ourselves, afaik only current DEV team is allowed to touch AA balance. I am pretty sure if some community faget came out with a fix right now it would not be allowed inclusion, there is a strong gatekeeping presence when it comes to balance and game meta affecting changes to PR.
Which is mostly a good thing, keeps turds like this (https://www.realitymod.com/forum/showthread.php?t=145070) out of the game meta. But in some cases like AA balance, i think DEVs are a bit out of touch since none of them really play CAS anymore.

In any case, the new disabling system looks really cool and i guess everyone including myself is thankful that someone took the time to improve this mechanic of the game.

Mineral
2018-08-04, 07:57
Good change :). Let's hope that your turret will not be down after 1 AP shot from the tank all the time. And also if you have time you could fix big weakspots on Abrams, Chinese and French tanks :)Feel free to report those :)

FFG
2018-08-04, 08:07
Wasn't that because DEVs literally set the chance of that happening to 80% with full intention?
Seems like lately quite a few fully inentioned behaviours ingame are called a 'bugs' lol.

In any case, the new system looks really cool and i guess everyone including myself is thankful that someone took the time to improve this mechanic in the game.

Not really, The old system wasn't reliable. Had alot of really bad bugs, in an effort to fix some of the bugs it became a more reliable system and thus acted felt more like the chances had changed. when in all reality was just less broken.

DogACTUAL
2018-08-04, 08:41
Oh, so the chance was always 80% then. Thanks for clearing up my misunderstanding. Looking forward to seeing how the new disabling sysem will play out, but i think it is safe to say it will play much better and be more nuanced!

WeeGeez
2018-08-04, 14:04
Nice changes

InfantryGamer42
2018-08-04, 15:35
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.
https://i.imgur.com/RisNVVY.png

Maybe we could have repair station as deployable whit FOB and two creats. Vehicle would repair(but not get ammo) as long as it doesnt move or fire any onboard weapons.

robert357
2018-08-04, 20:50
Logi trucks have deployable repair stations.

Carti
2018-08-05, 09:10
Logi trucks have deployable repair stations.

Yeah but it takes 5-10 minutes or more to get a logi to your tracked vehicle and sometimes it's pain in the ass.

MikeDude
2018-08-06, 11:50
Hue Go Mats

saXoni
2018-08-10, 13:44
Yeah but it takes 5-10 minutes or more to get a logi to your tracked vehicle and sometimes it's pain in the ass.

If you can't wait 5-10 minutes for repairs you should find yourself a new game.

anantdeathhawk
2018-08-12, 10:09
If a hit on the tank's hull and turret can be detected, as it can have different materialshttp://i.imgur.com/6NxKQAN.gif
(https://www.realitymod.com/forum/showthread.php?t=140942) then, could a code be written that when a hit on the track material is deteced, there's a probability that the tank is detracked and likewise when a hit on turret material is detected, there's a probability that the tank's turret is jammed or gun is jammed or coax is jammed or any combination there of?

AlonTavor
2018-08-12, 10:25
could a code be written that when a hit on the track material is deteced

No, we cannot detect any hits on anything. We can only detect health changes.

anantdeathhawk
2018-08-13, 04:53
So this cross mark also shows up because of health change?
ivfAPNQoFPM

InfantryGamer42
2018-08-13, 20:20
So this cross mark also shows up because of health change?
ivfAPNQoFPM

Im not sure on what you mean. If you mean that red one on right side, im pretty sure thats mine marker, but I could be wrong because I didnt played based BF2 for year or more.

SucharMistrz
2018-08-13, 20:27
Im not sure on what you mean. If you mean that red one on right side, im pretty sure thats mine marker, but I could be wrong because I didnt played based BF2 for year or more.

He meant the cross mark that appears when you hit something I guess.

AlonTavor
2018-08-14, 09:10
This cross mark is controlled by binaries. Not python logic. There's a setting to disable it, which is what we do.

Coalz101
2018-08-19, 11:05
Range is more useful now, both were at close rang:. "Tracks a Abrams with HEAT from T72S1 front armour"
"T72S1 gun gets destroyed from AP front armour by Merkava"

I've not been engaged long range yet so idk.

lakinen
2018-11-14, 21:38
The cross mark it means you hit something(something active like solder,vehicle),in this mode is turned off.
There are several ways to test the armor:
-the simplest-start the game by creating your game(map with vehicles).Move two tanks/apc somewhere,jump into one
and shoot the other (in the areas you want to test,front armor, rear armor,hull...).Then go into another tank and see type of damage(stuck tank,turret,alarm activated..).So you can test the types of ammo,how many hits in some areas of the tank and more..It's a long process,but it always takes time to test something.Better still if there are 2 players in the game on the opposite sides.
-tough way but more precise.In Predit mode put armor bar to the vehicle.Then when you hit vehicle you can see how many dashes vehicle is losing when it's hit.This requires a bit of knowledge about BF2editor.!warning: this only work in Predit mod not in PR!

As far as I know,game engine only recognizes type of material which is hit,not the part of the vehicle that is hit.Which means if you hit the tracks,the vehicle will not stop...

greeting

There's no real flame on your screen, it's just magic:-D

HASHARIN
2018-11-17, 22:48
looks great.