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-   -   Exploding APC's (http://forum.shrapnelgames.com/showthread.php?t=50160)

Turret March 1st, 2014 04:02 AM

Exploding APC's
 
In both SPMBT and SPWW2, halftracks and APC's 'explode', or 'catch fire' too often to my own estimation. APC's and halftracks generally only carry HMG and MG ammo, which would hardly explode if hit, though the engine may catch fire if hit.

Would tank crews fear a hit to the explosive ammunition tanks carry? This would be no wonder, to my mind, I suppose. :p

Would increasing the survivability of 'bullet'-carrying vehicles fix this, or to a degree?

For example, if an RPG or similar weapon, like a 40mm grenade, blew through the side of an empty BTR (and possibly the other side), how would this 'knock out' the vehicle?

The engine hit would render the vehicle immobile, surely if it's burning.

I suppose the same would apply to halftracks.

DRG March 1st, 2014 09:23 AM

Re: Exploding APC's
 
Whether a vehicle "explodes" and burns or just shows smoke is an entirety random function of the games damage code that is partially tied in with the "survivability" number. The point it they have been hit and are no longer functional. The burning or smoking is just eye candy. It's been like this for decades and isn't going to change

Suhiir March 1st, 2014 09:29 AM

Re: Exploding APC's
 
Don't think of it "blowing up" so much as the likelihood the crew/passengers will survive a hit that destroys the vehicle.

Survivability in the game is limited (by game code) to a 0 to 6 scale.

0 = Fuel and ammo vehicles
1 = Soft-skin stuff like trucks
2 = WW II halftracks (thin armor, open top)
3 = Poorly designed tanks and early APCs
4 = WW II tanks and 1960's/70's APCs
5 = 1960's/70's era tanks and "modern" APC/IFVs
6 = "Modern" Tanks and MRAPs

Note : The numbers above are "MY" interpretation of Survivability.

whdonnelly March 2nd, 2014 04:50 PM

Re: Exploding APC's
 
There is also the spalling and concussion of high velocity breaking into a tight space


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