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[MOD] Mk 108 Damage


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Posted (edited)

I made this mod to shut poeple (including me :D) up about Mk 108 damage. I don't claim this to be more realistic, it's just for fun. One hit should be enough to rip wings/tails off.

Big thanks to QB.Rails for helping me with this.

 

 

Original mod here:

MK 108 Damage

 

A bit less powerfull version:

MK 108 Damage_V2

 

 

 

 

 

 

Edited by Ouky1991
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JG_deserteagle540
Posted

@Ouky1991,

 

Very nice. One 30mm hit one kill.

 

Thank you very much for this Mod.

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  • 2 weeks later...
Posted

Many thanks ! What % percentage is increased damage ?

 

I remember, few patches ago, that Spit wing was loosing half of wing due to 20mm hits by Gustav....

  • Like 2
Posted
On 3/12/2021 at 10:31 PM, esk_pedja said:

Many thanks ! What % percentage is increased damage ?

 

I remember, few patches ago, that Spit wing was loosing half of wing due to 20mm hits by Gustav....

About 33-50% increase in damage (bigger radius, force and shrapnel count)

  • Like 1
Posted

British tank Stuart had a 37mm canon for attacks on other steel tanks... and these "birds" are resistant to 30mm cannon hits ?!?

 

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Posted
10 minutes ago, esk_pedja said:

British tank Stuart had a 37mm canon for attacks on other steel tanks... and these "birds" are resistant to 30mm cannon hits ?!?

 

It's not just the size of the projectile that matters, but also how much explosive is in it. So I wouldn't compare tank projectiles to plane cannon that had to weight as little as possible.

 

Again, there has been plenty discussion on the Il-2 BOX version of Mk-108. You just have to deal with their approach to its damage. I cannot say with confidence how accurate is this mod, because I don't own MK-108 or any war planes in real life and can't test it myself.

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Posted

But we should compare tank armor -with a light aluminum sheets of aircraft

migmadmarine
Posted (edited)

Remember as well that the M4 sherman, Sd.Kfz.251/9, and Panther all have 75mm guns, but those guns perform very differently, due to different propellant amounts, she'll fillers, barrel lengths. Simple bore diamiter doesn't say much. And as for the stuart having a 30mm for killing tanks, punching through armor is a v the different task than ripping something apart something with HE, and in ground combat terms 30mm HE is very light, hence the support gun derivitave of the stuart, the M8 scott was up-gunned with a short 75 for more explosive filler. Even today's grenade launchers are 40mm for a usable load. 

Edited by migmadmarine
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Posted

Unfortunately... I had occasion to see what 20mm burst makes of truck... don't think that it less hurts when 30mm hits Al fuselage and wings, even from shorter barrel.

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  • 2 months later...
Siegfried-Schutz
Posted

Hello here, would you please tell me how you did this? Thanks.

XQ_Lothar29
Posted
On 3/16/2021 at 3:40 PM, Ouky1991 said:

It's not just the size of the projectile that matters, but also how much explosive is in it. So I wouldn't compare tank projectiles to plane cannon that had to weight as little as possible.

 

Again, there has been plenty discussion on the Il-2 BOX version of Mk-108. You just have to deal with their approach to its damage. I cannot say with confidence how accurate is this mod, because I don't own MK-108 or any war planes in real life and can't test it myself.

 

It is very possible that you have already seen this video before, but if you did not see it before, here is an example of the damage that the MK108 did to different single impact aircraft.

PS: the tests were done by the British to know where they had to protect their planes ... or if they could protect them.

In this video you can clearly see how destructive the German 30mm was.

 

 

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Posted

help with installing the mod please

thanks looks cool

 

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Posted (edited)
14 hours ago, XQ_Lothar29 said:

 

It is very possible that you have already seen this video before, but if you did not see it before, here is an example of the damage that the MK108 did to different single impact aircraft.

PS: the tests were done by the British to know where they had to protect their planes ... or if they could protect them.

In this video you can clearly see how destructive the German 30mm was.

 

 

 

Please, keep in mind that these are "passive" tests, but impact of air pressure at 400 km/h speed of Spit Mk IX / Mustang on "structure & surface" damage must be included !

 

 

Edited by esk_pedja
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Siegfried-Schutz
Posted
On 6/9/2021 at 7:55 PM, esk_pedja said:

 

Please, keep in mind that these are "passive" tests, but impact of air pressure at 400 km/h speed of Spit Mk IX / Mustang on "structure & surface" damage must be included !

 

 

I assume that the people who've done the test know it better than us, and they most likely know more than us.......

Posted (edited)
On 6/9/2021 at 6:34 AM, XQ_Lothar29 said:

 

It is very possible that you have already seen this video before, but if you did not see it before, here is an example of the damage that the MK108 did to different single impact aircraft.

 

 

I've seen lower quality, colorless version. Yours is much better, thanks. It's only my uneducated opinon that this mod is closer to the reality, I respect their decision to nerf it and understand it would be a nightmare to have this in multiplayer. I'm glad they at least let us mod it.

 

 

 

On 6/9/2021 at 5:56 PM, flak1962 said:

help with installing the mod please

thanks looks cool

 

Do this first:

Then just put "Mk 108 Damage" folder in yout MODS folder and activate it in the JSGME

 

 

 

On 6/5/2021 at 1:12 AM, Siegfried-Schutz said:

Hello here, would you please tell me how you did this? Thanks.

You have to dowlnoad unGTP-IL2, here's link:

Then unpack scripts.gtp (located in data folder) with it. Go to worldobjects/explosions and you'll find the different damage values for all the guns.

Once you edit what you wanted, make the same path like my in mod - data/Luascripts/worldobjects... etc.

Edited by Ouky1991
  • Upvote 1
Siegfried-Schutz
Posted
2 hours ago, Ouky1991 said:

I've seen lower quality, colorless version. Yours is much better, thanks. It's only my uneducated opinon that this mod is closer to the reality, I respect their decision to nerf it and understand it would be a nightmare to have this in multiplayer. I'm glad they at least let us mod it.

 

 

 

Do this first:

Then just put "Mk 108 Damage" folder in yout MODS folder and activate it in the JSGME

 

 

 

You have to dowlnoad unGTP-IL2, here's link:

Then unpack scripts.gtp (located in data folder) with it. Go to worldobjects/explosions and you'll find the different damage values for all the guns.

Once you edit what you wanted, make the same path like my in mod - data/Luascripts/worldobjects... etc.

Thank you good man

Posted
2 hours ago, Siegfried-Schutz said:

I assume that the people who've done the test know it better than us, and they most likely know more than us.......

I assume the same thing... but I was talking about application in our sim...

( that such a hits at light-fuselage of late war fighters should cause instant handling vibration or wing deformation / wing tip loss... etc. )

Siegfried-Schutz
Posted
6 minutes ago, esk_pedja said:

I assume the same thing... but I was talking about application in our sim...

( that such a hits at light-fuselage of late war fighters should cause instant handling vibration or wing deformation / wing tip loss... etc. )

Oh, good point actually. I got you wrong there.... The problem with damage is indeed still persistent.

Posted

To keep it fair - should the 37mm do the same?

Posted
On 6/13/2021 at 3:06 AM, JG7_X-Man said:

To keep it fair - should the 37mm do the same?

Probably more, it's stronger in the unmoded game.

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JG_deserteagle540
Posted

Have a look at this:

 

 

Siegfried-Schutz
Posted
On 6/13/2021 at 3:06 AM, JG7_X-Man said:

To keep it fair - should the 37mm do the same?

Yes and no, Sovjet 37mm had less explosive load in it - so at the bigger range it would not be that effective..

  • 2 weeks later...
BlitzFromBehind
Posted

where can you find the files relating to ammo damage?

Siegfried-Schutz
Posted
21 hours ago, BlitzFromBehind said:

where can you find the files relating to ammo damage?

 

First, you locate the needed projectile;

Mk 108 Damage\data\LuaScripts\worldobjects\explosions\heprojectiles

 

Then you open it and look for;

Radius=15.4
                    Range       nothing      pairs (Range and damage by armor raiting)

ArmorFoug=0.0,             -1,                       5,2681,    0,5362
ArmorFoug=0.8,              -1,                         1,505,    0,1010
ArmorFoug=2.1,                -1,                                      0,155
ArmorFoug=3.7,                -1,                                     0,50       

 

 

ShrapnelQuantity=296 (the name says it all)

 

and the last for each separate schrapnel

                        Speed

ArmorShr=0.0,619,    10,48,    8,120,    0,191
ArmorShr=1.5,596,    9,44,    7,111,    0,177
ArmorShr=7.6,510,    5,32,    4,81,    0,130
ArmorShr=15.4,423,    3,22,    2,56,    0,90  (same structure like ArmorFoug, with the second figure being the speed of the particle)

 

 

  • Like 1
Posted

I was with my kid in warbirds museum - when few mechanics came to clean something on Spit MkV engine...

During the stripping, I saw with my eyes how thin and light the engine-cover plates are... believe me that AK47 fire would make it "non flyable". 

Could only imagine what would 2 hits of 30mm cause to handling and return to base attempt...

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BlitzFromBehind
Posted
On 7/2/2021 at 8:19 PM, Siegfried-Schutz said:

 

First, you locate the needed projectile;

Mk 108 Damage\data\LuaScripts\worldobjects\explosions\heprojectiles

 

Then you open it and look for;

Radius=15.4
                    Range       nothing      pairs (Range and damage by armor raiting)

ArmorFoug=0.0,             -1,                       5,2681,    0,5362
ArmorFoug=0.8,              -1,                         1,505,    0,1010
ArmorFoug=2.1,                -1,                                      0,155
ArmorFoug=3.7,                -1,                                     0,50       

 

 

ShrapnelQuantity=296 (the name says it all)

 

and the last for each separate schrapnel

                        Speed

ArmorShr=0.0,619,    10,48,    8,120,    0,191
ArmorShr=1.5,596,    9,44,    7,111,    0,177
ArmorShr=7.6,510,    5,32,    4,81,    0,130
ArmorShr=15.4,423,    3,22,    2,56,    0,90  (same structure like ArmorFoug, with the second figure being the speed of the particle)

 

 

Thanks for that! I actually meant in general. Like 20 mil hispanos, 12.7 brownings etc. But that explanation saves me time when I find the ones i'm looking for!

  • 1 month later...
Siegfried-Schutz
Posted

Does not work for me since the new patch.......

  • Confused 1
Posted
18 hours ago, Siegfried-Schutz said:

Does not work for me since the new patch.......

? ? ?

Posted
On 8/12/2021 at 8:21 PM, Siegfried-Schutz said:

Does not work for me since the new patch.......

Works for me, must be something on your end.

Siegfried-Schutz
Posted
On 8/16/2021 at 6:45 PM, Ouky1991 said:

Works for me, must be something on your end.

I reactivated it several times and now it works as previously, so problem solved.

Posted

I've updated the mod with optional, less powerfull version, although still much stronger than vanilla mk 108. Mostly, fighters still go down after one hit, but there's a bit more variety. They can survive one hit more often, sometimes the wing only bends and snaps later, etc.

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  • 1 month later...
Siegfried-Schutz
Posted

New update?

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