Avorion

Avorion

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TheSting Jun 29, 2017 @ 2:52pm
Sloped Armour
can we expect to see sloped armour actually having an affect on projectiles. IE having a chance to ricochet and what not. would be cool i think and add a new depth to ship design
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Showing 1-15 of 16 comments
gimpy Jun 29, 2017 @ 2:53pm 
Would be v cool but computational, what engine is this using?
Dugong Jun 29, 2017 @ 3:30pm 
It all ready does? The Iron Sloped armour block's description states it can deflect railgun shots.
bug Jun 29, 2017 @ 3:39pm 
sloped amour should be stronger bacause.... math
Dugong Jun 29, 2017 @ 3:41pm 
with ballistics yes it makes sense. example take a rectangle thats 5cm in width. Now hold a right angle too it along the length and you see its 5cm. Now rotate the rectangle 60 degrees without moving the right angle and it will be like 7.5cm across the block thats because of angling. But yes math. http://wiki.gcdn.co/images/6/6f/Effective_armour_thickness.png here i think this shows off what i mean pretty damn well.
Last edited by Dugong; Jun 29, 2017 @ 3:43pm
bug Jun 29, 2017 @ 3:43pm 
i want a flying tank (random)
Dugong Jun 29, 2017 @ 3:53pm 
Originally posted by stellar labs:
i want a flying tank (random)

This is getting off topic the question was do sloped armoured blocks ricochet round? Yes they have the chance to ricochet railguns the topic has been answered and doesnt need to continue.
Last edited by Dugong; Jun 29, 2017 @ 4:22pm
bug Jun 29, 2017 @ 5:03pm 
Originally posted by Dugong:
Originally posted by stellar labs:
i want a flying tank (random)

This is getting off topic the question was do sloped armoured blocks ricochet round? Yes they have the chance to ricochet railguns the topic has been answered and doesnt need to continue.
i know and i wasnt going to continue the topic/conversation
Last edited by bug; Jun 29, 2017 @ 5:03pm
Serene Devil Jun 29, 2017 @ 7:13pm 
The heavy armor blocks either take less damage, or are immune to railguns. Im pretty sure it has nothing to do with sloping and all the extra physics and programing it would take to implement.
TheSting Jun 30, 2017 @ 1:32am 
Originally posted by Dugong:
It all ready does? The Iron Sloped armour block's description states it can deflect railgun shots.
thats only one type of projectile. what i mean is any weapon that shoots "physical" projectiles, ie kinetic weapons like chainguns. I'm not sure if cannons fall under this umbrella because the projectile gfx doesnt exaclty look like a kinetic weapon's projectile. also does the sloped armour of other materials do the same?
Scoob Jun 30, 2017 @ 5:41am 
Surely the type of block, sloped or flat, should make no difference, the angle the projectile hits at relative to the surface is key. I.e. a shot hits a flat block at 45 degrees = potential ricochet, however if a shot hits a sloped block flat-on (so from 45 degrees in effect) then no ricochet.

Currently the game knows the vector of a shot and where it hits, it also knows the type of block it hit, and it's shape. Using those already calculated numbers as a base, this would then need to be applied vs. the particular block. Said block of course can be a variety of shapes, and we'd need to calculate which surface of the block got hit, and the relative angle that rectangular block section is vs. the shot vector.

So, lots of the numbers are already there, but calculating the hit blocks shape and relative orientation vs. the shot vector is the number crunchy bit. With possibly lots of shots impacting every second, I can see how it might cause issues.

The quick solution, which the devs appear to have taken, is just have the material type determine potential ricochet. A simple percent chance of the block potentially taking no damage is far simpler.

That said, it would be cool if getting hit from a very shallow angle had the possibility of a ricochet for certain projectile types :)

Scoob.

Riccochet? Guns on Ships? Ya should learn a little bit of realism dude, PLUS: with muzzle speed that high, there is no chanze of riccochets. Either it pens, or it does not, welcome to space (plus its all HEAT shells now, no more normal AP that potentialy could riccochet anyway (ever watched BSG? I guess not since you propose somthing imposible here (and ever saw a laser riccochet from something else than a lighsaber? Me neither!)
TheSting Jun 30, 2017 @ 7:15am 
Originally posted by -=EDF=- Kouta Seto:
Riccochet? Guns on Ships? Ya should learn a little bit of realism dude, PLUS: with muzzle speed that high, there is no chanze of riccochets. Either it pens, or it does not, welcome to space (plus its all HEAT shells now, no more normal AP that potentialy could riccochet anyway (ever watched BSG? I guess not since you propose somthing imposible here (and ever saw a laser riccochet from something else than a lighsaber? Me neither!)
im not asking for realism at all. i'm asking for a new depth in ship design
TheSting Jun 30, 2017 @ 7:16am 
Originally posted by Scoob:
Surely the type of block, sloped or flat, should make no difference, the angle the projectile hits at relative to the surface is key. I.e. a shot hits a flat block at 45 degrees = potential ricochet, however if a shot hits a sloped block flat-on (so from 45 degrees in effect) then no ricochet.

Currently the game knows the vector of a shot and where it hits, it also knows the type of block it hit, and it's shape. Using those already calculated numbers as a base, this would then need to be applied vs. the particular block. Said block of course can be a variety of shapes, and we'd need to calculate which surface of the block got hit, and the relative angle that rectangular block section is vs. the shot vector.

So, lots of the numbers are already there, but calculating the hit blocks shape and relative orientation vs. the shot vector is the number crunchy bit. With possibly lots of shots impacting every second, I can see how it might cause issues.

The quick solution, which the devs appear to have taken, is just have the material type determine potential ricochet. A simple percent chance of the block potentially taking no damage is far simpler.

That said, it would be cool if getting hit from a very shallow angle had the possibility of a ricochet for certain projectile types :)

Scoob.
fair enough. i just havent actually noticed it taking effect ingame. maybe its just happens that most shots that hit me are dead on. thx for this reply
Dugong Jun 30, 2017 @ 8:11am 
Originally posted by -=EDF=- Kouta Seto:
Riccochet? Guns on Ships? Ya should learn a little bit of realism dude, PLUS: with muzzle speed that high, there is no chanze of riccochets. Either it pens, or it does not, welcome to space (plus its all HEAT shells now, no more normal AP that potentialy could riccochet anyway (ever watched BSG? I guess not since you propose somthing imposible here (and ever saw a laser riccochet from something else than a lighsaber? Me neither!)

Chaingun fires a solid bullet projectile usually HVAP rounds can easily bounce. As for Railgun well the literal definition is "a weapon that would use neither explosives nor propellant" they fire APDFS so yes a chance of ricochet is very plausible not to mention HEAT CAN RICOCHET but for this to happen the shell has to hit the side of itself and not hit nose first. The nose houses the fuse and detonator so if that hits it will detonate. But if it catches the armour with the side of the shell it will ricochet off. Also lasers can bounce depending on the surface just needs an insanely reflective surface depending on the lasers strength. Practically everything you've stated is incorrect.
Muzzle velocity also doesnt effect if something will ricochet or not friction on the other hand does example would be looking at early m4 Shermans with their HVAP rounds those ♥♥♥♥♥♥♥ were fast for their time yet they did the same old ♥♥♥♥ all to the 100mm of tiger front armour.
Projectile mass would mean alot for ricocheting because if you had a round the size of a house hitting a rubix cube at a very small speed its sheer mass would still ♥♥♥♥♥♥♥ destroy it where as if it was a rubix cube going insanely quick into the house the sheer mass of the house would rip the rubix cube too shreds before it got through it.
Last edited by Dugong; Jun 30, 2017 @ 8:12am
traumspieler Jun 30, 2017 @ 3:41pm 
Originally posted by DTF TheSt1ng:
im not asking for realism at all. i'm asking for a new depth in ship design

Sorry, but this is just ♥♥♥♥♥♥♥♥. This doesn't add any depth.
It's an insane efford for a game mechanic that's of no use, because of shields, energy weapons and advanced projectiles.

There isn't ANY space game with a game mechanic like this, because it's just a stupid idea and everybody knows it's a stupid idea. Just accept the fact it's bs in a space game and if you want this please play a tank game.

Last edited by traumspieler; Jun 30, 2017 @ 3:48pm
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Date Posted: Jun 29, 2017 @ 2:52pm
Posts: 16