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Damage models in trainer diff from campaign


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If noticed after hours of research in the training server with squad mates that sweet spots found on all german armor dosnt work on campaign server? Is the damage models different between the servers?

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To the best of my knowledge both servers are useing the same DM.

On the live server though you generaly deal with far more players

in a area/more likelyhood that one of you is lagging a bit which can

cause odd stuff sometimes.

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1) There are no damage models on the server. They are all client side

2) The concept of the "sweet spot" often denotes a general lack of understanding of the physics based damage model of the game. There are consistant places where a projectile of given velocity and mass will penetrate a given armor thickness (equivalent to RHA) and then strike a component delivering joules into a component. But there are a ton of variables here. More than you can reasonably be expected to replicate on the live server or the training server, which in any case are exactly the same. Unless of course the trainers have damage reduction running on the training server.

(

)

If you'd like me to look at a particular result, I have the tools and occasionally the time.

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If you'd like me to look at a particular result, I have the tools and occasionally the time.

17 pounder vs Tiger at 1.5 km

Frontally

Right side of tank (From tanks perspective) hitting just to the left of the tracks.

Just curious why it flames/detonates, not actually registering a complaint. I suspect it's the ammo cooking off but it'd be cool to see a definitive reason.

Edited by Solono
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Thank you for the reply. The distance was 15ft. The weapon was french ATR. In both cases (in trainer and in game) the target was Stopped. Both were hit in same spot as practiced. So if it was same armor, same ammo, same weather, same gun. What would have been the variable that made the bullet act diff. in game than server. Please answer. Im not complaining in any way. Just trying to understand and be better at a game.....im paying to play. Is day/night temp. modeled in game? Maybe that would account for the diff.

What about wind, though i dont think 15ft would be enough to move round. I dont know. I live about 15miles from the server and i have upper tier cable connection so dont think iwas lagging more than other player. Dang i just cant figure it out.

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What was the target?

What was the angle off?

You might have been right on the bounds of ricochet. You might have been right on the bounds of what the round would penetrate. There are several variables that aren't equal shot to shot.

However, there should (I'd say cannot be) any difference between live and training. All same same.

I'd need a detailed replication method to look at it further. Certainly more than I have to work from at present.

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All vehicle and weapons/ammo models are client side, and thus the same on ANY server you use them. The server cannot change any of the models. It is impossible for it to do so. We can alter models (and then you'd have to patch your client to get any changes) but we have not. Trainers can "switch on reduced damage on Training Server" but that is a simple HOST on/off switch which does not alter the models in any way. All models are compiled into your client and cannot be altered unless we build new ones, and them patch them with a new client to your computer.

As of this point in time, "reduced damage" is not a host parameter employed on any server, training or otherwise. If you see variation in a model employed in testing on the training sever compared to the live campaign server, it's because you did not perfectly recreate the events experienced on one server when you repeated them on the other.

Shot dispersion (we don't shoot "rays" that are always "spot on" we fire simulated bullets or rounds that vary as much as plus or minus 5% from one round to another) ... velocity (same as dispersion, it varies from one shot to another) ... angle of impact (same deal here, variation) ... penetration (more variation on top of more variation) ... subsequent impact with the internal source of the fire/explosion (again, there is variation even if all other parameters appear close to identical) ... and finally, whether or not a fire/explosion will result at all. Again, results are seldom "same as last time everytime" even if you try your hardest to perfectly recreate them, in real life this is also true the vast majority of the time.

Why all this variation ?

Simply because the weapons performance side of the game engine is a simulator. In real life, the actual number of variations from an "averaged" result would be even greater than the variation we have managed to include in the game outcomes. We just can't simulate everything, but we simulate as much as we can.

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