KoffeinFlummi / AGM

Authentic Gameplay Modification for A3 | THIS PROJECT IS NO LONGER BEING WORKED ON. ALL ISSUES AND PULL REQUESTS WILL BE IGNORED.
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SLAM side attack explosion needs more boom! #752

Closed bux closed 9 years ago

bux commented 10 years ago

Arma3: 1.24 Mods: CBA_A3, AGM_dev AGM_dev from: 2014-08-08T05:48:42.262Z Tested on: self hosted MP mission Zeus enabled: Yes Modules: All AGM modules with default settings

SLAM side attack mode needs a bit more power. http://youtu.be/AMtTJRCgx_U

Is it possible to make the explosion more directional (sideways) and less omni-directional?

CorruptedHeart commented 10 years ago

I attempted to improve this a slight bit but it's probably still lacking greatly.

nicolasbadano commented 10 years ago

Tested on MP after #782. The direction of SLAMs are correctly synced on both modes. However, i think they are still far underpowered in side attack mode. Three charges failed to damage a Namer APC track at all at approx. 1m distance.

Same thing with the Patria. SLAMs are supposed to be used against APCs, so we better increase the blast force (http://en.wikipedia.org/wiki/Selectable_Lightweight_Attack_Munition states it can penetrate 40 millimeters of armor at a range of eight meters).

CorruptedHeart commented 10 years ago

Will probably need to compare the current SLAMs hit/indirectHit (probably lowering the range for them) and the AT mine (which hopefully is known to detrack apcs)

nicolasbadano commented 10 years ago

Yep. I suggest keeping this ticket open but pushing these tweaks to next version.

CorruptedHeart commented 10 years ago

The side attack at the moment is extremely powerful, I'd say it is OP. Destroying half of a building at around 10m

nicolasbadano commented 10 years ago

What about apcs? Does it manage to incapacitate them?

CorruptedHeart commented 10 years ago

That's with the version shipped with 0.9.3

KoffeinFlummi commented 9 years ago

Can this be closed?

bux commented 9 years ago

Just tested it. In 0.9.3 the side mode wrecks a "FIA Truck" but doesn't even scratch the paint job of a "Patria AMV".

IRL the SLAM Mine actually fires a projectile (that is formed through a small detonation) capable of penetrating 40mm of armor at ranges up to 8 meters. The main use is to wound/kill the vehicle crew (e.g. the driver) keeping the vehicle mostly intact ("Beutemine"). Would Arma be capable of replicating this behavior? (At least wound/kill the crew or destroy wheels/damage tracks).

KoffeinFlummi commented 9 years ago

Might be possible using submunitions. (Potentially related to #785)

CorruptedHeart commented 9 years ago

Hopefully someone will be willing to take over this as I have other commitments and won't be able to look at this before 0.9.4 releases.

bux commented 9 years ago

FYI:

Arma 3 1.32 update http://dev.arma3.com/post/spotrep-00034

Changed: Improved effectiveness of SLAM mines against fast-moving vehicles

KoffeinFlummi commented 9 years ago

So can we close this?

commy2 commented 9 years ago

Anyone wants to do this? Or did BIS resolve this in 1.32? Any updates?

bux commented 9 years ago

It's somehow part of #1574:

Increase the damage done to crew by kinetic penetrators etc. It should be possible to kill a tank crew without destroying the tank. (A hit to the front should usually kill or knock out the driver)

This should be extended to not just only tanks, but all (land)vehicles.

IRL the SLAM Mine actually fires a projectile (that is formed through a small detonation) capable of penetrating 40mm of armor at ranges up to 8 meters. The main use is to wound/kill the vehicle crew (e.g. the driver) keeping the vehicle mostly intact ("Beutemine").

commy2 commented 9 years ago

Cool.

https://github.com/KoffeinFlummi/AGM/pull/1574