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Topic: My CCMT mod in progress. |
spinel
Replies: 20
Views: 24467
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Forum: Close Combat Modern Tactics Posted: Tue Jul 01, 2008 9:14 pm Subject: My CCMT mod in progress. |
Therion wrote:
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spinel wrote:
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> All the "big" nations come out with new shells every 3 years or so which improve on the earlier shells, and I'm not crazy enough to create a separate weapon for every 3 years of real life;
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Hmm...
On the other hand, I doubt all the OPFOR nations would have the newest shells.
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You are right. More variables to deal with. It would however be insane to have to create a new weapon type for say, North Korean 100mm gun (1970), North Korean 100mm gun (1990), Iraq 100mm gun (1980), etc.
Therion wrote:
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spinel wrote:
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> All the major MBTs these days have a different resistance to AP and HEAT weapons and since CCMT doesn't model this it is impossible to adjust for the values.
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Yeah. I wonder how they could make this game without taking that into account. Would adding different armour/warhead types be really so difficult?
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Perhaps the reason why they never put in AP shells to begin with?
To be serious though, it shouldn't be hard for the programmers to program a different resistance to AP and HEAT shells as that merely requires reading a different line in the .txt files.
Therion wrote:
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spinel wrote:
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So I assumed the M828A2 shell of the M256 gun can penetrate 600 mm at long range (a fair value given what is on Wikipedia) and used TOAW III ratios to interpolate the other tank guns (e.g. D-81TM). For medium distance I double and for close distance I triple the values (kind of like Steel Panthers?). It's hardly totally accurate but the end result seems reasonable.
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It would explain why it chooses AP ammo.
I never heard about tripling or even doubling the penetration of APFSDS projectiles on close range.
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A good criticism. I have no reliable data on the range dependence of the penetration, so I use what I found here from a Steel Panthers forum:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=422769&page=&view=&sb=5&o=&fpart=1&vc=1
I will readjust the values once I find something better.
Therion wrote:
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spinel wrote:
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That's no problem, I suppose (if you are still interested in "real" weapons) we can still use a common weapons.txt/vehicles.txt file and/or share graphics?
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No, thanks.
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Too bad then. Good luck with your work. |
Topic: My CCMT mod in progress. |
spinel
Replies: 20
Views: 24467
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Forum: Close Combat Modern Tactics Posted: Mon Jun 30, 2008 10:58 pm Subject: My CCMT mod in progress. |
Therion wrote:
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spinel wrote:
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Therion, why don't we combine our mods together?
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Hmm...
I'm not really interested in working with RL countries/formations.
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That's no problem, I suppose (if you are still interested in "real" weapons) we can still use a common weapons.txt/vehicles.txt file and/or share graphics? |
Topic: My CCMT mod in progress. |
spinel
Replies: 20
Views: 24467
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Forum: Close Combat Modern Tactics Posted: Mon Jun 30, 2008 10:49 pm Subject: My CCMT mod in progress. |
spinel wrote:
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you will find that the AP shells most certainly do work.
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Did you use RL penetration values?[/quote]
Somewhat. There are a few problems to using real life values since:
> All the "big" nations come out with new shells every 3 years or so which improve on the earlier shells, and I'm not crazy enough to create a separate weapon for every 3 years of real life; and
> All the major MBTs these days have a different resistance to AP and HEAT weapons and since CCMT doesn't model this it is impossible to adjust for the values.
So I assumed the M828A2 shell of the M256 gun can penetrate 600 mm at long range (a fair value given what is on Wikipedia) and used TOAW III ratios to interpolate the other tank guns (e.g. D-81TM). For medium distance I double and for close distance I triple the values (kind of like Steel Panthers?). It's hardly totally accurate but the end result seems reasonable. |
Topic: My CCMT mod in progress. |
spinel
Replies: 20
Views: 24467
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Forum: Close Combat Modern Tactics Posted: Sun Jun 29, 2008 5:37 am Subject: My CCMT mod in progress. |
Therion wrote:
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Neural_Eclipse wrote:
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Sounds awesome, will be sure to try it when I get the game.
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Thanks .
Neural_Eclipse wrote:
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Sounds awesome, will be sure to try it when I get the game.
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I'm planning to release it soon without the vehicle AP thing as it seems that it needs an .exe patch.
I'm putting some finishing touches to it .
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Therion, why don't we combine our mods together?
If you test out the mod I worked on (referred to by Schrecken, now revised):
http://www.mediafire.com/?41mbdjnym5v
you will find that the AP shells most certainly do work. I do agree that the pre-existing data is not exactly very good (e.g. BMP-3 slower than T-80 slower than T-72, when in reality T-72 slower than T-80 slower than BMP-3) but I don't know enough to fix all the data (especially infantry weapons and squads). I think if we pool things together we could get something good going. |
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