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Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Mon Jun 15, 2015 10:24 am
by kipanderson
Hi,
The penetration figures used look great... but just wondering.. for accuracy in a mod I am doing.. at what distance is the penetration figure taken from, 100m, 500m, effective range figure? (AP not HEAT of course.. )
Due to very slow drop off in penetration with range when firing long rod penetrators.. not quite “certain....” looking at shipped figures.. .
Secondly.. how is reduced penetration with distance modelled.. ? Single step reduction once over effective range.. ?
Cheers..thanks in advance..
All the best,
Kip.
PS. The more I dig around.. slowly , slowly being very careful to do all you do.. i.e. only single “SA..” weapon per unit for example.. am more and more impressed.. the accuracy and care taken is stunning..
RE: Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Mon Jun 15, 2015 3:49 pm
by CapnDarwin
Okay, 4th time is the charm. IPad kept eating the response. Stupid apple.[:@]
AP Pen is set at effective range of the gun system in question. For most guns this is muzzle velocity in m/s. From there the value can be shifted up or down based on the actual range of the engagement. I setup a curve function based on data from a number of long rod rounds. Surprisingly similar shapes to the curves for the various round and base AP Pen values.
Hope this one sticks. [;)]
RE: Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Mon Jun 15, 2015 5:02 pm
by kipanderson
Capn Darwin,
Thanks.. very grateful..
Just the job... Your system is incredibly moddable.. Tremendous stuff.. time will tell if my data entry skills are up to your standards

.
Thanks..
All the best,
Kip.
RE: Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Wed Jun 17, 2015 2:01 pm
by jungelsj_slith
Useful info! I had one question in relation to this - I've noticed that the "effective range" of a weapon pretty much determines the upper limit of how far the AI will engage - is this affected by accuracy at all? I feel like the "maximum" range for this type of weapon doesn't really determine anything?
For example - if we're looking at "effective range" as muzzle velocity, it seems like this is often quite different than the range at which gunners in real world scenarios started engaging targets.
So basically I'm still a little fuzzy on how armor penetration, effective range and max range all come together.
RE: Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Wed Jun 17, 2015 2:06 pm
by CapnDarwin
Effective range just sets the data point for the pen value. The range of engagement by the AI is based on the units ability to hit and kill the target. As stated before, there are many factors that affect the hit/kill calculations. You will see NATO tanks engage with kinetics at further ranges in general than Pact tanks.
RE: Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Wed Jun 17, 2015 2:12 pm
by jungelsj_slith
ORIGINAL: Capn Darwin
Effective range just sets the data point for the pen value. The range of engagement by the AI is based on the units ability to hit and kill the target. As stated before, there are many factors that affect the hit/kill calculations. You will see NATO tanks engage with kinetics at further ranges in general than Pact tanks.
Awesome, thank you. I'll start tweaking some other numbers.
RE: Quick question regarding armour penetration by kinetic rounds in Flashpoint..
Posted: Wed Jun 17, 2015 2:17 pm
by Tazak