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If any of you are thinking of trying this game, here is a little snap shot on the details that this game tries to calculate. The picture below is what happens in game when a french heavy tank gets hit in the side with a german 88mm heavy anti tank round. The pic is from the developers tools used to track information and show us what happens "under the hood".
The dark red line is the flight path of the 88mm round, the red line is shrapnel from the round exploding in the tank, and the yellow lines are spalling (bits of hot armor flying off). Even though the yellow/red lines look like they are going through the tank, the tool used to take this pic doesn't track ricochets. FYI, players don't see these lines in game.
This is what it looks like with the skin is removed from tank to see what happens on the inside.
All the different colored boxes are systems/important stuff in side the tank. Notice that the red lines start from a point inside the tank.
That represents the fuse exploding after armor penatration. Almost all german guns use this type of round (called armor piercing high explosive or APHE) and it makes a mess of things.
Just think, if I was a french infantry standing next to the tank on the impact side, I would most likely be hit with spalling. Its that type of detail build in this game that drew me to it.
There have been times in game that I shot at a enemy tank that was in front of a hill and noticed my shot hit the dirt behind my target. I would think, damn I just put a nice 40mm hole through that guy.
Later
Slamen
Oh and sry about the large pics, coppied from another post.
Comments
Here's another one. Bomb blast from a 550 pound german bomb. The french armored car only took concussion damage in this pic.
...and this is what a high explosive (HE) shell looks like missing its target.
http://www.wwiiol-pilots-manual.com/
These are some fascinating pictures.
Great posts!
- MMORPG.COM Staff -
S! Slamen
Long time no see :-)
Ill get some more of these pics uploaded when I get on my own PC, think I got some 10 of em.
That is pretty awesome. Do any of you by chance have more of these pictures?
I'm seriously considering playing this game even though money is tight. I played Planet Side for some time but it became so boring and redundant. There are only so many times I can rush into the same base, using the same zerg tactics before I have done everything there is to do.
To strive, to seek, to find and not to yield.
Yoottos,
Here are a few more. Remember, you don't see the red/yellow lines in game, but they are there and kill.
Non-penetrating Anti-Tank round against a Panzer III
Or maybe it did penetrate.
With these types of explosions, concussion kills also but is not shown in pics. Here is a gernade pic
If you want ingame pics here are a few
http://www5.playnet.com/bv/wwiiol/media.jsp
@Szyporyn
S! old squadie, you still with the BKB?
http://www.wwiiol-pilots-manual.com/
bump for new people to see.
BTW, someone asked about different tank shells in a previous post, the pics above show 2 different AP rounds. The allies fire a solid shot shown against the PanzerIII, notice only yellow spawl lines created from impact. The AP shell hitting the French Char is the german APHE shell, notice the yellow spawl and the red shrapnel lines. Also notice that the HE charge in the APHE shell explodes a little time after impact for maximum damage.
These details are not visible in game, but the effects are. When you play a heavily armored french tank, the armor can repel several if not many direct hits from the german 37mm gun on the PZIIIf. But as soon as 1 round penatrates, booom all crew dead, tank catches on fire or both. In retrospect, playing a lighter armored german tank, the armor can not repel french AP rounds, but usually only 1 crew will die pre hit. (unless the AP round hits the ammo bins/fuel and they catch fire)
Here are a few other damage model pics.
http://www.wwiiol-pilots-manual.com/
one question.
why are the explosives red and yellow lines?
Generallieutenant Pruitt, Retired GHC
1st Lithuanian Brigade "Iron Wolves"
Generallieutenant Pruitt, Retired GHC
1st Lithuanian Brigade "Iron Wolves"
@Bros89
I tried to explain the different lines in my first post...
The dark red line is the flight path of the 88mm round, the red line is shrapnel from the round exploding in the tank, and the yellow lines are spalling (bits of hot armor flying off). Even though the yellow/red lines look like they are going through the tank, the tool used to take this pic doesn't track ricochets. FYI, players don't see these lines in game.
Instead, players see this...
Notice the entrance hole on the side of the tank. That is where I hit with an AP round (37mm from a French Stuart). The dusty cloud is the result of the hit, the Panzer was moving at the time hence the difference in my gunsite aim point and the hit area.
Since it's a hole, and not a dent, I know that the round entered the tank or that I penetrated the Panzers armor. I don't know what happenes after that.
That is what the first pic in this post is intended to show, the details on what happens in the game code. The stuff we as players never see (red/yellow lines which represent shit flying off at high rates of speed).
So if the shrapnel or spawl from the impact hits the ammo bins, and the ammo bin catches on fire, the ammo explodes inside the tank resulting in this...
This is the same tank just moments after my first shot.
Some times players in tanks or AT guns will shoot and shoot and shoot and shoot and shoot and shoot at a tank and it seems that nothing has happened.
Like this...
Notice the scortch marks all over the tank. Looks like the tank armor is turning away all the incoming shots.
But really what happens is this...
Notice the chat bar. Not every hit results in damage on the insides, but sometimes shots get through because they hit on a weaker spot on the tank (i.e. the driver's view slit, or the commanders copola ring top of tank). That is why if you play this game, get to know your enemy's weak spots. It can save you from a black screen and then a respawn.
Since this scenario doesn't result in a fantastic visual feedback (i.e explosion or fire) the shooter feels that he is being ineffective.
Well more likely than not, those hits are causing damage on the inside and all the shooter ever sees is the target despawning.
Anywho, hope this helps.
Slamen
FYI: The last 2 pics were taken in offline mode and I had the AI AT gun shoot at me for a while. The chat bar reports when crewmen are hit and where. It only reports about your vehicle only.
http://www.wwiiol-pilots-manual.com/
To give new guys some idea of the level of detail in the gunnery/damage model, here is ONE round from a British 6pd gun striking a Panzer 3H
6pdrl52ap(35) striking external component d_front30mmarmor(12) of pziiih(player) at 712 m/s, KE 723093 J, thickness 30.00 mm at 12 deg, t = 2438.367329 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 219130.980750 J to d_front30mmarmor
WEAP 6pdrl52ap(35) spalling 56 pieces of d_front30mmarmor
WEAP spall(0) direct spall
WEAP spall(0) striking external component d_front30mmarmor(1) of pziiih(player) at 676 m/s, KE 208 J, thickness 30.00 mm at 82 deg, t = 2438.365034 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 208.457063 J to d_front30mmarmor
WEAP spall(0) stopped in d_front30mmarmor(1), lost 676 m/s, speed now 0 m/s, t = 2438.365034 s
WEAP spall(1) direct spall
WEAP spall(1) striking external component d_front30mmarmor(9) of pziiih(player) at 1242 m/s, KE 495 J, thickness 30.00 mm at 16 deg, t = 2438.365024 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 494.840118 J to d_front30mmarmor
WEAP spall(1) stopped in d_front30mmarmor(9), lost 1242 m/s, speed now 0 m/s, t = 2438.365024 s
WEAP spall(2) reverse spall
WEAP spall(2) striking external component d_front30mmarmor(0) of pziiih(player) at 312 m/s, KE 2487 J, thickness 30.00 mm at 27 deg, t = 2438.365012 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 2487.285354 J to d_front30mmarmor
WEAP spall(2) stopped in d_front30mmarmor(0), lost 312 m/s, speed now 0 m/s, t = 2438.365012 s
WEAP spall(3) direct spall
WEAP spall(3) striking external component d_front30mmarmor(9) of pziiih(player) at 743 m/s, KE 661 J, thickness 30.00 mm at 16 deg, t = 2438.365040 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 660.870100 J to d_front30mmarmor
WEAP spall(3) stopped in d_front30mmarmor(9), lost 743 m/s, speed now 0 m/s, t = 2438.365040 s
WEAP spall(4) direct spall
WEAP spall(4) striking external component d_hull11(6) of pziiih(player) at 342 m/s, KE 30 J, thickness 30.00 mm at 52 deg, t = 2438.365138 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 29.631823 J to d_hull11
WEAP spall(4) stopped in d_hull11(6), lost 342 m/s, speed now 0 m/s, t = 2438.365138 s
WEAP spall(5) reverse spall
WEAP spall(5) no hit
WEAP spall(6) reverse spall
WEAP spall(6) striking external component d_ltreadcover(3) of pziiih(player) at 439 m/s, KE 7158 J, thickness 10.00 mm at 48 deg, t = 2438.366236 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 7157.700417 J to d_ltreadcover
WEAP spall(6) stopped in d_ltreadcover(3), lost 439 m/s, speed now 0 m/s, t = 2438.366236 s
WEAP spall(7) direct spall
WEAP spall(7) striking external component d_front30mmarmor(9) of pziiih(player) at 1114 m/s, KE 2100 J, thickness 30.00 mm at 11 deg, t = 2438.365026 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 2100.073758 J to d_front30mmarmor
WEAP spall(7) stopped in d_front30mmarmor(9), lost 1114 m/s, speed now 0 m/s, t = 2438.365026 s
WEAP spall(8) direct spall
WEAP spall(8) striking external component d_front30mmarmor(9) of pziiih(player) at 501 m/s, KE 82 J, thickness 30.00 mm at 23 deg, t = 2438.365062 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 82.414241 J to d_front30mmarmor
WEAP spall(8) stopped in d_front30mmarmor(9), lost 501 m/s, speed now 0 m/s, t = 2438.365062 s
WEAP spall(9) direct spall
WEAP spall(9) striking external component d_front30mmarmor(9) of pziiih(player) at 483 m/s, KE 66 J, thickness 30.00 mm at 29 deg, t = 2438.365068 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 65.698473 J to d_front30mmarmor
WEAP spall(9) stopped in d_front30mmarmor(9), lost 483 m/s, speed now 0 m/s, t = 2438.365068 s
WEAP spall(10) reverse spall
WEAP spall(10) striking external component d_bowtopbottom(0) of pziiih(player) at 441 m/s, KE 5698 J, thickness 26.00 mm at 52 deg, t = 2438.366351 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 5698.092991 J to d_bowtopbottom
WEAP spall(10) stopped in d_bowtopbottom(0), lost 441 m/s, speed now 0 m/s, t = 2438.366351 s
WEAP spall(11) reverse spall
WEAP spall(11) no hit
WEAP spall(12) reverse spall
WEAP spall(12) no hit
WEAP spall(13) direct spall
WEAP spall(13) striking external component d_front30mmarmor(9) of pziiih(player) at 380 m/s, KE 111 J, thickness 30.00 mm at 25 deg, t = 2438.365084 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 111.042944 J to d_front30mmarmor
WEAP spall(13) stopped in d_front30mmarmor(9), lost 380 m/s, speed now 0 m/s, t = 2438.365084 s
WEAP spall(14) direct spall
WEAP spall(14) striking external component d_front30mmarmor(1) of pziiih(player) at 918 m/s, KE 196 J, thickness 30.00 mm at 83 deg, t = 2438.365032 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 196.266253 J to d_front30mmarmor
WEAP spall(14) stopped in d_front30mmarmor(1), lost 918 m/s, speed now 0 m/s, t = 2438.365032 s
WEAP spall(15) direct spall
WEAP spall(15) striking external component d_front30mmarmor(9) of pziiih(player) at 719 m/s, KE 402 J, thickness 30.00 mm at 11 deg, t = 2438.365041 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 402.435660 J to d_front30mmarmor
WEAP spall(15) stopped in d_front30mmarmor(9), lost 719 m/s, speed now 0 m/s, t = 2438.365041 s
WEAP spall(16) direct spall
WEAP spall(16) striking external component d_front30mmarmor(1) of pziiih(player) at 593 m/s, KE 504 J, thickness 30.00 mm at 68 deg, t = 2438.365015 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 504.240555 J to d_front30mmarmor
WEAP spall(16) stopped in d_front30mmarmor(1), lost 593 m/s, speed now 0 m/s, t = 2438.365015 s
WEAP spall(17) reverse spall
WEAP spall(17) no hit
WEAP spall(18) direct spall
WEAP spall(18) striking external component d_hull11(6) of pziiih(player) at 467 m/s, KE 97 J, thickness 30.00 mm at 39 deg, t = 2438.365079 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 96.959912 J to d_hull11
WEAP spall(18) stopped in d_hull11(6), lost 467 m/s, speed now 0 m/s, t = 2438.365079 s
WEAP spall(19) direct spall
WEAP spall(19) striking external component d_hull11(7) of pziiih(player) at 264 m/s, KE 69 J, thickness 30.00 mm at 70 deg, t = 2438.365314 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 68.618231 J to d_hull11
WEAP spall(19) stopped in d_hull11(7), lost 264 m/s, speed now 0 m/s, t = 2438.365314 s
WEAP spall(20) direct spall
WEAP spall(20) striking external component d_front30mmarmor(9) of pziiih(player) at 975 m/s, KE 1940 J, thickness 30.00 mm at 19 deg, t = 2438.365031 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 1940.495412 J to d_front30mmarmor
WEAP spall(20) stopped in d_front30mmarmor(9), lost 975 m/s, speed now 0 m/s, t = 2438.365031 s
WEAP spall(21) direct spall
WEAP spall(21) striking external component d_front30mmarmor(9) of pziiih(player) at 1198 m/s, KE 597 J, thickness 30.00 mm at 8 deg, t = 2438.365024 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 596.747979 J to d_front30mmarmor
WEAP spall(21) stopped in d_front30mmarmor(9), lost 1198 m/s, speed now 0 m/s, t = 2438.365024 s
WEAP spall(22) direct spall
WEAP spall(22) striking external component d_front30mmarmor(1) of pziiih(player) at 750 m/s, KE 929 J, thickness 30.00 mm at 82 deg, t = 2438.365034 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 928.550422 J to d_front30mmarmor
WEAP spall(22) stopped in d_front30mmarmor(1), lost 750 m/s, speed now 0 m/s, t = 2438.365034 s
WEAP spall(23) reverse spall
WEAP spall(23) no hit
WEAP spall(24) direct spall
WEAP spall(24) striking external component d_front30mmarmor(1) of pziiih(player) at 1475 m/s, KE 3242 J, thickness 30.00 mm at 82 deg, t = 2438.365016 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 3241.667528 J to d_front30mmarmor
WEAP spall(24) stopped in d_front30mmarmor(1), lost 1475 m/s, speed now 0 m/s, t = 2438.365016 s
WEAP spall(25) direct spall
WEAP spall(25) striking external component d_front30mmarmor(1) of pziiih(player) at 756 m/s, KE 820 J, thickness 30.00 mm at 67 deg, t = 2438.365011 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 819.585340 J to d_front30mmarmor
WEAP spall(25) stopped in d_front30mmarmor(1), lost 756 m/s, speed now 0 m/s, t = 2438.365011 s
WEAP spall(26) reverse spall
WEAP spall(26) striking external component d_front30mmarmor(0) of pziiih(player) at 337 m/s, KE 6389 J, thickness 30.00 mm at 48 deg, t = 2438.365015 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 6389.117200 J to d_front30mmarmor
WEAP spall(26) stopped in d_front30mmarmor(0), lost 337 m/s, speed now 0 m/s, t = 2438.365015 s
WEAP spall(27) direct spall
WEAP spall(27) striking external component d_front30mmarmor(9) of pziiih(player) at 1315 m/s, KE 3747 J, thickness 30.00 mm at 22 deg, t = 2438.365024 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 3746.503577 J to d_front30mmarmor
WEAP spall(27) stopped in d_front30mmarmor(9), lost 1315 m/s, speed now 0 m/s, t = 2438.365024 s
WEAP spall(28) direct spall
WEAP spall(28) striking external component d_hull11(6) of pziiih(player) at 429 m/s, KE 160 J, thickness 30.00 mm at 60 deg, t = 2438.365135 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 160.487794 J to d_hull11
WEAP spall(28) stopped in d_hull11(6), lost 429 m/s, speed now 0 m/s, t = 2438.365135 s
WEAP spall(29) direct spall
WEAP spall(29) striking external component d_front30mmarmor(9) of pziiih(player) at 1450 m/s, KE 3194 J, thickness 30.00 mm at 9 deg, t = 2438.365020 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 3194.416078 J to d_front30mmarmor
WEAP spall(29) stopped in d_front30mmarmor(9), lost 1450 m/s, speed now 0 m/s, t = 2438.365020 s
WEAP spall(30) reverse spall
WEAP spall(30) no hit
WEAP spall(31) direct spall
WEAP spall(31) striking external component d_front30mmarmor(9) of pziiih(player) at 1130 m/s, KE 1411 J, thickness 30.00 mm at 13 deg, t = 2438.365026 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 1411.246338 J to d_front30mmarmor
WEAP spall(31) stopped in d_front30mmarmor(9), lost 1130 m/s, speed now 0 m/s, t = 2438.365026 s
WEAP spall(32) reverse spall
WEAP spall(32) striking external component d_bowtopbottom(0) of pziiih(player) at 71 m/s, KE 261 J, thickness 26.00 mm at 40 deg, t = 2438.371730 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 261.423528 J to d_bowtopbottom
WEAP spall(32) stopped in d_bowtopbottom(0), lost 71 m/s, speed now 0 m/s, t = 2438.371730 s
WEAP spall(33) direct spall
WEAP spall(33) striking external component d_front30mmarmor(1) of pziiih(player) at 1032 m/s, KE 1699 J, thickness 30.00 mm at 75 deg, t = 2438.365013 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 1699.221423 J to d_front30mmarmor
WEAP spall(33) stopped in d_front30mmarmor(1), lost 1032 m/s, speed now 0 m/s, t = 2438.365013 s
WEAP spall(34) direct spall
WEAP spall(34) striking external component d_front30mmarmor(9) of pziiih(player) at 436 m/s, KE 304 J, thickness 30.00 mm at 10 deg, t = 2438.365067 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 303.549313 J to d_front30mmarmor
WEAP spall(34) stopped in d_front30mmarmor(9), lost 436 m/s, speed now 0 m/s, t = 2438.365067 s
WEAP spall(35) reverse spall
WEAP spall(35) striking external component d_front30mmarmor(0) of pziiih(player) at 377 m/s, KE 2227 J, thickness 30.00 mm at 55 deg, t = 2438.365016 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 2227.450262 J to d_front30mmarmor
WEAP spall(35) stopped in d_front30mmarmor(0), lost 377 m/s, speed now 0 m/s, t = 2438.365016 s
WEAP spall(36) direct spall
WEAP spall(36) striking external component d_front30mmarmor(1) of pziiih(player) at 486 m/s, KE 27 J, thickness 30.00 mm at 57 deg, t = 2438.365013 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 27.432515 J to d_front30mmarmor
WEAP spall(36) stopped in d_front30mmarmor(1), lost 486 m/s, speed now 0 m/s, t = 2438.365013 s
WEAP spall(37) reverse spall
WEAP spall(37) striking external component d_ltreadcover(2) of pziiih(player) at 355 m/s, KE 203 J, thickness 10.00 mm at 67 deg, t = 2438.367589 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 202.771628 J to d_ltreadcover
WEAP spall(37) stopped in d_ltreadcover(2), lost 355 m/s, speed now 0 m/s, t = 2438.367589 s
WEAP spall(38) reverse spall
WEAP spall(38) striking external component d_bowtopbottom(0) of pziiih(player) at 457 m/s, KE 5641 J, thickness 26.00 mm at 58 deg, t = 2438.366527 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 5641.488812 J to d_bowtopbottom
WEAP spall(38) stopped in d_bowtopbottom(0), lost 457 m/s, speed now 0 m/s, t = 2438.366527 s
WEAP spall(39) direct spall
WEAP spall(39) striking external component d_front30mmarmor(9) of pziiih(player) at 706 m/s, KE 89 J, thickness 30.00 mm at 23 deg, t = 2438.365044 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 89.167040 J to d_front30mmarmor
WEAP spall(39) stopped in d_front30mmarmor(9), lost 706 m/s, speed now 0 m/s, t = 2438.365044 s
WEAP spall(40) direct spall
WEAP spall(40) striking external component d_front30mmarmor(9) of pziiih(player) at 775 m/s, KE 516 J, thickness 30.00 mm at 17 deg, t = 2438.365039 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 515.824352 J to d_front30mmarmor
WEAP spall(40) stopped in d_front30mmarmor(9), lost 775 m/s, speed now 0 m/s, t = 2438.365039 s
WEAP spall(41) direct spall
WEAP spall(41) striking external component d_front30mmarmor(9) of pziiih(player) at 1019 m/s, KE 545 J, thickness 30.00 mm at 13 deg, t = 2438.365029 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 544.892145 J to d_front30mmarmor
WEAP spall(41) stopped in d_front30mmarmor(9), lost 1019 m/s, speed now 0 m/s, t = 2438.365029 s
WEAP spall(42) direct spall
WEAP spall(42) striking external component d_front30mmarmor(9) of pziiih(player) at 1087 m/s, KE 989 J, thickness 30.00 mm at 17 deg, t = 2438.365028 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 989.237793 J to d_front30mmarmor
WEAP spall(42) stopped in d_front30mmarmor(9), lost 1087 m/s, speed now 0 m/s, t = 2438.365028 s
WEAP spall(43) reverse spall
WEAP spall(43) no hit
WEAP spall(44) direct spall
WEAP spall(44) striking external component d_front30mmarmor(9) of pziiih(player) at 1071 m/s, KE 98 J, thickness 30.00 mm at 5 deg, t = 2438.365027 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 97.605640 J to d_front30mmarmor
WEAP spall(44) stopped in d_front30mmarmor(9), lost 1071 m/s, speed now 0 m/s, t = 2438.365027 s
WEAP spall(45) direct spall
WEAP spall(45) striking external component d_front30mmarmor(1) of pziiih(player) at 1176 m/s, KE 488 J, thickness 30.00 mm at 80 deg, t = 2438.365016 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 487.836131 J to d_front30mmarmor
WEAP spall(45) stopped in d_front30mmarmor(1), lost 1176 m/s, speed now 0 m/s, t = 2438.365016 s
WEAP spall(46) reverse spall
WEAP spall(46) no hit
WEAP spall(47) direct spall
WEAP spall(47) striking external component d_front30mmarmor(1) of pziiih(player) at 846 m/s, KE 1486 J, thickness 30.00 mm at 79 deg, t = 2438.365022 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 1485.909394 J to d_front30mmarmor
WEAP spall(47) stopped in d_front30mmarmor(1), lost 846 m/s, speed now 0 m/s, t = 2438.365022 s
WEAP spall(48) direct spall
WEAP spall(48) striking external component d_front30mmarmor(9) of pziiih(player) at 751 m/s, KE 970 J, thickness 30.00 mm at 9 deg, t = 2438.365039 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 970.485702 J to d_front30mmarmor
WEAP spall(48) stopped in d_front30mmarmor(9), lost 751 m/s, speed now 0 m/s, t = 2438.365039 s
WEAP spall(49) direct spall
WEAP spall(49) striking external component d_front30mmarmor(8) of pziiih(player) at 702 m/s, KE 299 J, thickness 30.00 mm at 15 deg, t = 2438.365043 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 299.084461 J to d_front30mmarmor
WEAP spall(49) stopped in d_front30mmarmor(8), lost 702 m/s, speed now 0 m/s, t = 2438.365043 s
WEAP spall(50) direct spall
WEAP spall(50) striking external component d_front30mmarmor(9) of pziiih(player) at 917 m/s, KE 614 J, thickness 30.00 mm at 17 deg, t = 2438.365033 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 614.408332 J to d_front30mmarmor
WEAP spall(50) stopped in d_front30mmarmor(9), lost 917 m/s, speed now 0 m/s, t = 2438.365033 s
WEAP spall(51) reverse spall
WEAP spall(51) no hit
WEAP spall(52) reverse spall
WEAP spall(52) no hit
WEAP spall(53) direct spall
WEAP spall(53) striking external component d_hull11(6) of pziiih(player) at 406 m/s, KE 3 J, thickness 30.00 mm at 37 deg, t = 2438.365090 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 2.718968 J to d_hull11
WEAP spall(53) stopped in d_hull11(6), lost 406 m/s, speed now 0 m/s, t = 2438.365090 s
WEAP spall(54) reverse spall
WEAP spall(54) striking external component d_bowtopbottom(0) of pziiih(player) at 294 m/s, KE 3747 J, thickness 26.00 mm at 31 deg, t = 2438.366456 s
WEAP ***ACTUALLY APPLYING DAMAGE*** 3747.395805 J to d_bowtopbottom
WEAP spall(54) stopped in d_bowtopbottom(0), lost 294 m/s, speed now 0 m/s, t = 2438.366456 s
WEAP spall(55) direct spall
WEAP spall(55) striking external component d_front30mmarmor(9) of pziiih(player) at 990 m/s, KE 343 J, thickness 30.00 mm at 17 deg, t = 2438.365031 s
Interesting post. I have been playing World War II online for 11 months now, and in that time the game has changed a great deal.
Today I was on the practice server messing about and decided to make a video using my main account(Pillbox) and my 2nd account (Bunker). It is a one for one shot of a German 232 vs a British Daimler. The 232 fired first on the Daimler and injured 2 crew members, but on the Daimlers return fire my 232s gun was put out of operation and my crew was badly wounded - one got hit in the head. Anyways, to check out the video, go to www.pillbox-games.com - it is on the main page (click on the word that says URL - dunno why it does that.)
Yup cdrommel.
NOBODY does ballistics, armour and sheer fidelity of weaponry better than WW2OL.
http://www.wwiiol-pilots-manual.com/
CPUs can process millions of instructions per second, graphics cards are going to exceed what the CPU can do in a few years, so that string of debug output will have passed by in a flash
Life can be tapped
I just did that, My FPS went from 98 to 85.
bump for new people to see this.
http://www.wwiiol-pilots-manual.com/
Also take notice that those ballistics and damage logs are a bit downgraded from what they had initially.
Back in beta(Pre-Launch closed beta), they had some issues...A Hurricane fired all 8 MG's, pouring so much lead and causing so much ballistic calculations, it almost crashed the server...And the pilot crashed instantly.
I still remember the early beta battles, when we used to sit on mIRC after and discuss our damage logs with other testers and the CRS guys.
Me: "Hey Mav! I blew the leg off of your driver!"
Mav: "I know, but I gutted Doc's gunner and took his drivers head off!"
DocDoom: "Yeah...I think we have too much calculations...Time to make a invincible Dev vehicle with HUGE atomic gun!"
A week later:
DocDoom: "Hey guys, could you all spawn near the town and hang around a bit there? I'm going to test something"
Every tester and a few of the Devs moved to town and kept on fighting there. Suddenly everyone died in like a mile radius.
DocDoom: "Did you guys see that?"
Us: "No, half of us crashed, while the others just died!"
DocDoom: "Well, I guess you couldn't see it as your clients don't have the updated explosion... But the effect worked! That was a 2 megaton nuke, lets try the 5 megaton! yeah!"
Later that day he posted screenshots from his client, showing the huge explosion that covered the whole town..and also showed how his own plane got caught in the 5MT explosion, killing even him.
The last of the Trackers
found this pic, thought it would be worth posting it here.
DD damage model...
http://www.wwiiol-pilots-manual.com/
bump with new pics
M10 3" gun fires at a Tiger's front
Remember from the front page, yellow lines = spall, red lines = shrapnel.
Note from a developer:
The crew models look weird because we spend as few polygons as possible on something you never see. A man made out of 8 polygons looks weird compared to a man made out of 800.
The colours are so you can see different relative armour values in the same screenshot. They don't configure themselves to a specific value, but a general relative range, from thinnest to thickest. In that picture, purple is the thinnest and red the thickest. The other colours lie between those two extremes.
http://www.wwiiol-pilots-manual.com/