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May 6th, 2006, 06:36 PM
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Private
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Join Date: May 2006
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Math formulas
I'm interesting in math formulas that describe the possibility to hit unit and destroy (for example tank). If anybody knows such formulas, I will be grateful for sharing knowledge.
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May 6th, 2006, 07:13 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,376
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Thanked 618 Times in 409 Posts
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Re: Math formulas
Look, the designers won't just give you the formula yourself; you have to do some experimentation to find it yourself using MOBHack.
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May 6th, 2006, 07:35 PM
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Lieutenant Colonel
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Join Date: Jun 2005
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Re: Math formulas
I did work out a formula that pretty closely simulates the penetration used in game though if that's what you're looking for
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May 7th, 2006, 10:53 AM
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Sergeant
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Join Date: Jun 2005
Location: Slovakia
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Re: Math formulas
Mark, Can you post it?
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May 7th, 2006, 07:56 PM
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Lieutenant Colonel
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Join Date: Jun 2005
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Re: Math formulas
Mark, Can you post it?
Okay let me take a stab at converting it into a form that works well on a forum:
Here's the numbers that I've found through testing.
5% percent of range = 100% Penetration
10% percent of range = 100% Penetration
15% percent of range = 100% Penetration
20% percent of range = 100% Penetration
25% percent of range = 82.5% Penetration
30% percent of range = 79.6% Penetration
35% percent of range = 75.8% Penetration
40% percent of range = 72.8% Penetration
45% percent of range = 71.2% Penetration
50% percent of range = 66% Penetration
55% percent of range = 62.8% Penetration
60% percent of range = 60% Penetration
65% percent of range = 55.6% Penetration
70% percent of range = 52.8% Penetration
75% percent of range = 49.8% Penetration
80% percent of range = 46% Penetration
85% percent of range = 42.6% Penetration
90% percent of range = 39.6% Penetration
95% percent of range = 35.4% Penetration
100% percent of range = 33% Penetration
So let us say we want to find the penetration of a weapon with say a 5 AP penetration and a range of 20, at say, 50% of it's range?
Firstly, we take the range (20) and multiply it by 50 to get the weapon's maximum range in meters, which is:
20 x 50 = 1,000 meters
50% of the weapon's maximum range is:
1,000 x 0.5 = 500 meters
Now we can figure out the penetration.
The penetration at 50% of the range is 66%; so
AP Penetration (5) x 0.66 = 3
So at 500 meters, the weapon will have a penetration power of 3.
Please note that this is the *AVERAGE* penetration; you'll find from time to time, your weapon will penetrate a little less or a little more, and a few times will massively overpenetrate or underpenetrate; I *think* the frequency of these occurences and how often they favor over or under penetration is linked to warhead size.
I *think* this is SPCAMO's way of simulating the effects of shell diameter vs armor thickness; the Soviet 122mm gun in WWII was very effective against German Heavy Armor because the shell diameter at 122mm was bigger than the armor thickness that was opposing it.
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May 7th, 2006, 11:14 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,955
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Re: Math formulas
Every now and then, someone asks for these details, and we have to tell them we cannot divulge them as that proprietary info was embargoed as part of the deal with SSI when releasing the code.
There is however, no restriction on back-calculating the formulae from the game results and stats as others have already attempted to do.
Cheers
Andy
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May 8th, 2006, 10:18 AM
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Sergeant
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Join Date: Dec 2005
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Re: Math formulas
Quote:
Makro said:
...
If anybody knows such formulas, I will be grateful for sharing knowledge.
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Nope! But here is a suggestion. Traditional tactical boardgames provide various hit-penetration-etc tables as the player must do some calculations and/or cross reference the die result with some form of result table. So if you're clueless as to how to start a "reverse engineering" ordeal, tactical boardgames may be a good starting point.
And of course there is the Pentagon...
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May 8th, 2006, 02:05 PM
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Colonel
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Join Date: Mar 2005
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Re: Math formulas
Hi,
I pressume that you wish to modify the existing scientific penetration formulas into a WinSPMBT game suited formula?
The simplest penetration model (from the three that I am aware of) is the Anderson equation (or for a more complicated model you may seek the Lanz-Odermatt equation).
Here is the very basic formula of the Anderson equation:
P =(1.044*V -0.194*Ln (L/d) -0.212 ) * L
V: velocity (Km/sec)
L: length of the penetrating rod (mm)
d: diameter (mm)
P: depth of armour penetrated (mm)
cheers,
Pyros
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May 8th, 2006, 04:47 PM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
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Re: Math formulas
Holy @#$%, Am I in the right forum? This looks like a Mensa club meeting or rocket science forum. This is too much for my Infantry Grunt brain to handle! [img]/threads/images/Graemlins/icon07.gif[/img]
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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May 8th, 2006, 05:36 PM
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Private
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Join Date: Apr 2006
Location: Hamburg, Germany
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Re: Math formulas
P =(1.044*V -Ln (0.194*L/d) -0.212 ) * L
i've got some questions tp this formula!
1. what does the constants discribe?
2- "-ln" because the projectile becomes slower, but why L/d?
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