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Battleground Europe: WWII Online

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World War II Online » General Discussion » Developer Pics on armor/ballistic collisions (an explanation)

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Slamen  3/24/04 3:27:15 AM

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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. 

 

 

 

 

http://www.wwiiol-pilots-manual.com/

Gunblade  3/25/04 10:03:28 PM

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"Wheres the violence....wheres the bloodspray?!" -Zorak on the Brak Show

I remeber way back when they released videos like this showing off tank rounds hitting other tanks
-_^. It might still be in the media sections good post man!

______--}====>_____
|_105th Panzer Brigade_|

Slamen  3/26/04 1:50:40 AM

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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/

Maximane  3/26/04 2:16:25 AM

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These are some fascinating pictures.

Great posts!

- MMORPG.COM Staff -

 
Szyporyn  3/26/04 6:04:39 AM

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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.

 
Yoottos'Horg  5/20/04 11:43:07 AM

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To strive, to seek, to find and not to yield.

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.

 
Slamen  5/21/04 6:59:16 PM

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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/

Slamen  7/13/04 10:40:39 PM

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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/

Bros89  1/11/05 7:02:51 AM

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one question.

why are the explosives red and yellow lines?

 
Pruitt  1/11/05 8:31:01 AM

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Originally posted by Bros89

one question.

why are the explosives red and yellow lines?



Spalling and shrapenel from the hit.

Generallieutenant Pruitt, Retired GHC
1st Lithuanian Brigade "Iron Wolves"

Generallieutenant Pruitt, Retired GHC
1st Lithuanian Brigade "Iron Wolves"

Slamen  1/11/05 11:59:45 PM

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@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/

Kadesh  1/14/05 10:08:51 PM

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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