Muushy / Sprocket-Feedback

Report bugs or suggest features for Sprocket.
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Potential Game Feature: Spalling for Non-Penetrating shells #683

Open DreadFed opened 2 weeks ago

DreadFed commented 2 weeks ago

Hi Hamish, I hope you are doing well. With the dev media image of shell penetrating camera, it got me thinking. Would you consider adding spalling to non-penetrating shells if the shell penetrates a certain percentage of armor in the future once 0.2 is finished?

This feature is not a solution to a problem but rather a more historically accurate way of modeling shell non-penetration, or shells that come close to but ultimately fail to penetrate an armored face.

As an example, say that a shell managed to pen 85-95% of an armored face. In Sprocket, it wouldn’t do any damage, but in real life, some spalling could occur the closer the shell gets to penetrating. This feature could be modeled as an exponential equation, where after a shell penetrates a certain percentage of an armored face, say 85%, a spalling fragment is produced, with the number of fragments increasing exponentially (in fragment size, speed, and lethality, capped by shell energy and mass) as the shell gets closer to 100% armor penetration. This could also be a useful base for the future implementation of HE shells and perhaps armor hardness as a game feature but in the far, far, far future. I understand that this is not the best use of Developer resources at the moment (0.2 Parity being the priority), but I was just wondering if you would consider implementing this feature in the future. Anyway, I hope you will have a good day!

Examples of this occurring in armor penetration simulations:

https://youtu.be/q_TxvVJPLtA?si=vBetTrEB7KAZCYem

https://youtu.be/VM40xxS64Jw?si=YgaJKr8RDk8tgxE2

https://youtu.be/eKzMkn6Cqvg?si=1KUbcNO1iz62F3Mk

Examples of this occurring historically:

https://preview.redd.it/agiz7jahinu51.jpg?auto=webp&s=374f19985aba6b18f2f9be39ce8b19cf90353537

(A simulation of a historical non-pen) https://youtu.be/ewmTinKiakI?si=2a6nbjxflXiNCHUt

Muushy commented 2 weeks ago

I'd like to simulate this. Penetrations tend to be pretty lethal if they go through at the moment, making it death or no death with little in-between. This would be a nice way to add some middle ground, where modules get slightly damaged from near penetrations.