Jump to content

Question: Making Block Entity's Durability = Tank Entity


Recommended Posts

Posted

What's a good number to put in the block durability line for each tank to make the values fairly realistic.

 

I searched for an answer, and I did find this link: 

https://forum.il2sturmovik.com/topic/31070-fairly-realistic-values-mission-building/

 

However, that only talks about cruising speeds and gun ranges.

 

What I want to do is use block entities and have them match, as close as possible, to tank entities for resource purposes. I am already adjusting the block's durability to what I think is close to the vehicle entity. As an example, the KV-1 is pretty tough, so I'm guessing around 5000? On the other hand, the bt7 is weaksauce... so maybe 1000? BBBBbbuuuttt, I'm not certain if those values are correct... What values do you guys put for your tanks?

 

 

 

SeeWx2n.jpg

Posted

I'd be happy to get this info too.

 

IIRC, you need to put 1500+ if you want something not to be destroyed by only MG fire.

Posted

We tried to do the same thing, replace vehicle tanks by static objects. The problem is that if you set high durability to simulate damage from bombs then there is almost impossible to destroy static object tank by cannons 23/37mm. If you lower durability too much then you can destroy it by MG fire.

 

We canceled this idea.

Posted

Apologies if this is slightly off topic as it is not specifically about tanks, but I feel that it is related.

 

I have recently been working on a map including bombing targets and the larger industrial blocks have 25000 health and seem to be almost unaffected by bombs up to the SC500 level. I like the look of these larger blocks when combined into an industrial complex, but they seem to be rather difficult to damage.

 

I have been considering using many more individual blocks like hangers, towers, crates, etc as one solution or possibly lowering the durability to something around 15000 or so as an alternative. As this is a training map I am not too worried about repeated strikes on a target, but wanted something that gives a definite indication of a good hit.

GOA_Walter_Nowotny
Posted (edited)

Hi Sketch:

I put 15.000 and planes with big cannons (Hs / Ju87 / 110 G2) make too many passes to destroy it, which delays the mission. The idea is 2-3 passes and Bum!, but I have not tried with smaller numbers yet.

Edited by Walter_Nowotny
Posted

Apologies if this is slightly off topic as it is not specifically about tanks, but I feel that it is related.

 

I have recently been working on a map including bombing targets and the larger industrial blocks have 25000 health and seem to be almost unaffected by bombs up to the SC500 level. I like the look of these larger blocks when combined into an industrial complex, but they seem to be rather difficult to damage.

 

I have been considering using many more individual blocks like hangers, towers, crates, etc as one solution or possibly lowering the durability to something around 15000 or so as an alternative. As this is a training map I am not too worried about repeated strikes on a target, but wanted something that gives a definite indication of a good hit.

 

I have just the fix for you.

For one, you can add an "on damaged" event linked to a "damage complete" command and link it to other structures.

That way any damage results in complete damage.

You then spawn a large smoke or two. :)

 

However I created a group that you can use and expand upon.

Basically I use a "command damage complete" as indicated above, but I also spawn 2 He-111's loaded with bombs in the middle of the warehouses at the same time, along with the activated smoke.

The results are quite spectacular.

 

I used it in a few missions - you're welcome to it.

post-23599-0-67951700-1513028673_thumb.jpg

  • Upvote 1
Posted

Oh wow! That's a great idea... haha!

Posted

It's a variation of a trick I used to use in the old editor.

We couldn't spawn, but I'd place a Mistel hidden in a warehouse etc.

The Mistel gave you a huge mushroom cloud...I was fond of placing it in small targets...then GIANT BOOM.
 

GOA_Walter_Nowotny
Posted

I have just the fix for you.

For one, you can add an "on damaged" event linked to a "damage complete" command and link it to other structures.

That way any damage results in complete damage.

You then spawn a large smoke or two. :)

 

However I created a group that you can use and expand upon.

Basically I use a "command damage complete" as indicated above, but I also spawn 2 He-111's loaded with bombs in the middle of the warehouses at the same time, along with the activated smoke.

The results are quite spectacular.

 

I used it in a few missions - you're welcome to it.

Hi Gambit21,

That must look very good seen from above. But the He111 do you explode with the command "full damage" or explode when the bombs hit the ground?
I imagine that everything must happen at the same time. Bomb falls and explodes and the smoke appears and explodes the He111?
Posted

I spawn it intersecting halfway with the structure, so it immediately dies and explodes.

Posted

Not sure if it matches the vehicles, which use a different damage model anyway, but here is what I use: 12500 (!) for a heavy tank (t34), 10000 for a medium tank (t70), 5000 for light armor (armored cars)

WWSitttingDuck
Posted

Gambit, great idea with the he111.  Can you point me to the group?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...