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Old 2018-05-16, 03:45   #1
B4rr3l
Default Projectile penetration and velocimeter

Fist, can some one explain how those commands works:

Material.name "rock"
Material.friction 0.8
Material.resistance 0.01
Material.projectileCollisionHardness 0.2
Material.penetrationDeviation 0.2 why some use -1?



Material.name "Grass"
Material.penetrationDeviation -1 ????

Material.active 6
Material.name "Grass_tall"
Material.damageLoss 0
Material.maxDamageLoss 0
Material.penetrationDeviation 0
(Why add this?)


Material.active 18
Material.name "Glass_vehicle"
Material.type 3
Material.friction 1.1
Material.elasticity 0
Material.resistance 0.01
Material.penetrationDeviation -1

Material.active 19
Material.name "Glass_bulletproof"
Material.type 1
Material.friction 1.1
Material.elasticity 0
Material.resistance 0.01
Material.projectileCollisionHardness 0.2 ????
Material.penetrationDeviation 0.2

both are penetrable? What is the difference?




And I have a quad Bike with a 3D analog speedometer already build on it, how can I make it move?

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Old 2018-05-16, 04:37   #2
Acecombatzer0

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Default Re: Projectile penetration and velocimeter

Apparently its hardcoded and instruments on vehicles/aircraft are static and not able to move or match actual speeds

CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
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Old 2018-05-16, 04:58   #3
B4rr3l
Default Re: Projectile penetration and velocimeter

Quote:
Originally Posted by Acecombatzer0 View Post
Apparently its hardcoded and instruments on vehicles/aircraft are static and not able to move or match actual speeds

I see I have 2 materials with same commands but I don't know what make them penetrable or not... only difference I've noted is most of the penetrable ones have he is: Material.isOneSided 1

Bt not sure if that is the difference since there is some as grass with are penetrable but don't have this line.


Any deep explanation about those lines are appreciated.


The speedometer could be a RPM reader instead where is only goes up when you accelerate and down when you brake and stop accelerating.
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Old 2018-05-16, 06:59   #4
[R-DEV]​Outlawz7
PR:BF2 Developer

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Default Re: Projectile penetration and velocimeter

Something with rotational bundles, you give the needle PCO or something. It won't be accurate, it'll just move.

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Old 2018-05-16, 15:39   #5
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member

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Default Re: Projectile penetration and velocimeter

This is what I found out some time ago by trial-and-error

projectileCollisionHardness:
Projectile penetrates is its projectileCollisionHardness is greater than that of defending material
Projectile will always penetrate if it has projectileCollisionHardness of 0
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates


damageLoss:



minDamageLoss:
Minimum damage lost for it to penetrate
556 penetrates up to 31.1999 (39 * 80%)
762 penetrates up to 40 (50 * 80%)
>> projectile only penetrates if minDamageLoss <= projectileDamage*0.8

isOneSided:
If true, always penetrates with 0 damage loss


Mineral: TIL that Wire-guided missiles actually use wire
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Old 2018-05-16, 19:07   #6
B4rr3l
Default Re: Projectile penetration and velocimeter

Quote:
Originally Posted by [R-DEV]Mats391 View Post
This is what I found out some time ago by trial-and-error

projectileCollisionHardness:
Projectile penetrates is its projectileCollisionHardness is greater than that of defending material
Projectile will always penetrate if it has projectileCollisionHardness of 0
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates


damageLoss:



minDamageLoss:
Minimum damage lost for it to penetrate
556 penetrates up to 31.1999 (39 * 80%)
762 penetrates up to 40 (50 * 80%)
>> projectile only penetrates if minDamageLoss <= projectileDamage*0.8

isOneSided:
If true, always penetrates with 0 damage loss
Very good!

But why material with exactly same code penetrates and some don't?


any clue about those ones?

Material.friction 1.1 ?
Material.penetrationDeviation (-1) ??


I don't really got that part:
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates

if attacker is 0.3 and defender has 0.2 it will penetrate, but if defender has 0.4, it will not. Is that right?
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Last edited by B4rr3l; 2018-05-16 at 19:29..
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Old 2018-05-17, 15:39   #7
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member

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Default Re: Projectile penetration and velocimeter

Friction does not matter here, I think it only matters for mobile physics of meshes and then interacts with the drag setting.
Penetration deviation is just what it says, deviation added when penetrating. So if it hits the surface at 90degree angle, it might continue on 89degree afterwards. Values of 0 or smaller simply mean no deviation.

projectileCollisionHardness + minDamageLoss seem to determine if something can penetrate of not. It has been some time since I played with it, but basically if the hardness of the material of the projectile is higher than the one of the material it hits, it penetrates. At least that is what I observed back then. However I also observed those weird other situations.

Quote:
Attacker: 0.2, defender: 1 -> penetrates, why?
Attacker: 0.5, defender: <2.7 -> penetrates
This means the projectile had hardness of 0.2 and 0.5 and the material I hit had hardness of 1 and smaller than 2.7. Then it penetrated. In the second case when I increased the hardness of the material I hit above 2.7 it stopped penetrating.
If you want proper penetration, I am afraid you need to invest quite a lot of time into testing these properties yourself I tested that stuff in debugger back then so I dont need to reload for every small change and then kept all properties the same and only changed one at a time to observe what happens.


Mineral: TIL that Wire-guided missiles actually use wire
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Old 2018-05-22, 22:29   #8
B4rr3l
Default Re: Projectile penetration and velocimeter

Thanks a lot buddy

"but basically if the hardness of the material of the projectile is higher than the one of the material it hits, it penetrates"

If that is so, a projectile with 0.5 hardness should not penetrate a 1 hardness material, much less an 2.7 one :confused

there is a lot of parameters using -1, any clue why it is different than 0?


Is it multiplied by 5?
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Old 2018-05-24, 18:01   #9
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member

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Default Re: Projectile penetration and velocimeter

I have no idea, probably my observations were wrong


Mineral: TIL that Wire-guided missiles actually use wire
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Old 2018-06-03, 02:24   #10
B4rr3l
Default Re: Projectile penetration and velocimeter

Quote:
Originally Posted by [R-DEV]Mats391 View Post
I have no idea, probably my observations were wrong
lol, I will leave that study for the future heheh
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