View Single Post
Old 07-31-12, 06:18 PM   #689
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
No idea

during this afternoon I've been playing with a possible simplified model for armour/damage.

Given AP(S): shell's armour points and AP(B0): box's starting armour points, both >= 0, box's armour points after shell's impact is calculated as follows:

AP(B1) = MAX [AP(B0)* [1 - [C1 * AP(S) / AP(B0)] ^ C2); 0]

where C1 and C2 are two arbitrary positive constants we can use for "finetuning" the formula. Specifically:

C1 is the lower AP(B0) / AP(S) ratio at wich a shell would be enough to wipe out boxe's armour points with one single inpact (graph's gradient when C2=1).

C2 is the "exponential factor" of the formula. 1 for a linear hits number / Box armour points graph.

Every time a shell inpacts a box, the game should update its armour points, and when they are zeroed the box should start taking damage.

I have prepared a spreadsheet for changing the above mentioned parameters and seeing how they would affect the exponential curve. If you want to have a glance at it, I've uploaded it here:

https://rapidshare.com/files/2103822...lculations.xls
gotta love math and numbers I'll post the whole damage equation that SH5 is using here soon so you can see what they are doing

Quote:
Originally Posted by SilentOtto View Post
Hey TDW, this intrigued me (love numbers too!) so I did some magic googling and came out with something called Square Root Scaled Distance, related to... guess what? BLASTING! I found some formulae and long readings, but it seems on first read that it's used in blasting calculations, mining, etc. So it looks like that's the reason for the scaled distances and the sqr! Seems like blast effects diminish with sqr of distance, didn't get to the part of why the scaled distance but there it is!

These are a few examples of what I found, it's a bit late here, I can give it a second look tomorrow.

http://www.iseegoldenwest.org/tech.htm

http://www.sustainableaggregates.com...gandenergy.htm

http://www.sustainableaggregates.com...itoring_p2.htm
Interesting Will have to read over and see if it applies

On another note I found the main rendering loop in the exe file. I'm making a 'Render' patch that will allow you to:
- remove posteffects
- remove water droplets effects
- remove water leaks effects

These would mainly be used for troubleshooting but Sober may have an interest in the water droplets one. Maybe it will cure his smoke problem If it does it will be some good feedback so I can poke around more in PostEffects act file and maybe see why.
TheDarkWraith is offline   Reply With Quote