Question about guns penetration algorithm used in this game.

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Peasant2021
Private First Class - Opel Blitz
Private First Class - Opel Blitz
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Joined: Sun Aug 16, 2020 1:50 pm

Question about guns penetration algorithm used in this game.

Post by Peasant2021 »

Greetings people.
I'm sorry if this was explained somewhere, but I was unable to find the answer when searching this forum:

Why the value of APEffective[0] value in squads.csv file is almost always set to a value much lower than 100? My understanding is that the distance of 1 tile in game corresponds to a really close range IRL terms, about 100m, and there should not be this much penetration loss for tank/anti-tank guns, at least not even close to ~20% drop from the nominal value.
Why not just lower the nominal value by the same amount if the numbers in APAttack[0..1] column are never used directly? Or do they? If any devs are still reading these forums, pls help me make sense of this. :?:
pipfromslitherine
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Re: Question about guns penetration algorithm used in this game.

Post by pipfromslitherine »

I can't remember the reasoning for specific values at this point (the game is more than 10 years old ;) ). Fundamentally the weapon model is designed from the top down, to try and produce results like those seen in combat. That is, including misses, misfires, defective ammo, etc, etc. Fundamentally because it made the gameplay 'feel' right.

Iain could answer in more detail, assuming he sees your post.

Cheers

Pip
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