Tuesday, March 30, 2010

Men of War: Cracking the Projectile Damage Table

Finally solved the "ProjectileDamageTable" entry in the .preset file. The format goes something like this

(Define "Damage" {ProjectileDamageTable (N%a)(N%b) (N%c) (N%d) (N%e})

Not exactly as written but close enough to the code. Where N is a number denoting "Range" in meters. The entry "(%[letter])" is damage scaling based on the range which is mapped to another file. That other file is a specific "Gun" file containing all the values and properties associated with that specific gun (ie 75mm KwK). The other file in question will have an entry for scaling damage based on range so it basically tells you what the values of a,b c and so forth. For example: ( "damage" a (80) b (70) c (60) d (40) e (20)). The letter is the range category with a being the shortest and e being in the extreme. The number represents the penetration(damage) value of the cannon at that specific range category. Map that to your ProjectileDamageTable, then you have your complete damage categories scaled according to the tank's distance from the target. Oh by the way, this only applies to tank battles using armor piercing rounds in Men of War. High Explosive rounds are handled differently albeit simpler.

Overall, the projectile damage table and range scaling is fairly straightforward and easy once you wrap your head around the value sets mentioned above. The next dilemna is Overmatchdamping and armor sloping which is a big factor in figuring tank damage in Men of War. That holds the final key to adjusting range and damage values in Men of War to the side of realism.

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