mirror of
https://github.com/acemod/ACE3.git
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Merge branch 'vehicledamage' of https://github.com/acemod/ACE3 into vehicledamage
This commit is contained in:
commit
5e7b24c657
@ -1,176 +1,164 @@
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class CfgAmmo {
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class Default;
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class ShellBase;
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class BulletBase;
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class ace_fuelexpbig: ShellBase {
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hit=100;
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indirectHit=80;
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indirectHitRange=3;
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soundHit[]={"\a3\sounds_f\Weapons\explosion\expl_big_2.wss", db16,1,1600};
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typicalSpeed = 100;
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explosive = 1;
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cost = 300;
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model = "\A3\Weapons_f\empty";
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airFriction = 0;
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timeToLive = 1;
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explosionTime = 0.001;
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soundFly[] = {"",1,1};
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soundEngine[] = {"",1,4};
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explosionEffects = "VehicleExplosionEffects";
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};
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class ace_fuelexpbig: Default {
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hit = 50;
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indirectHit = 75;
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indirectHitRange = 2.5;
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model = "";
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simulation = "";
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cost = 1;
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explosionSoundEffect = "DefaultExplosion";
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explosionEffects = "VehicleExplosionEffects";
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soundHit1[] = {"A3\Sounds_F\weapons\Explosion\expl_big_1",3.1622777,1,2000};
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soundHit2[] = {"A3\Sounds_F\weapons\Explosion\expl_big_2",3.1622777,1,2000};
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soundHit3[] = {"A3\Sounds_F\weapons\Explosion\expl_big_3",3.1622777,1,2000};
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multiSoundHit[] = {"soundHit1",0.13,"soundHit2",0.13,"soundHit3",0.13};
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class CamShakeExplode
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{
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power = "(20*0.2)";
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duration = "((round (20^0.5))*0.2 max 0.2)";
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frequency = 20;
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distance = "((1 + 20^0.5)*8)";
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};
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class CamShakeHit
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{
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power = 20;
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duration = "((round (20^0.25))*0.2 max 0.2)";
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frequency = 20;
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distance = 1;
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};
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};
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class ace_fuelexpsmall: ace_fuelexpbig {
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hit=50;
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indirectHit=40;
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indirectHitRange=2;
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soundHit[]={"\a3\sounds_f\SFX\explosion1", db16,1,1600};
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explosionEffects = "ExploAmmoExplosion";
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// @TODO!?
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};
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class ace_fuelexpspark: BulletBase {
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hit=7.5;
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indirectHit=6;
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indirectHitRange=1;
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explosive = 0.1;
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craterEffects = "ImpactEffectsBig";
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explosionEffects = "NoExplosion"; // Need very small explosion FX...
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soundHit[]={"\a3\sounds_f\Weapons\explosion\supersonic_crack_50meters.wss",db16,0.7,100};
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soundCrack1[]={"\a3\sounds_f\Weapons\explosion\supersonic_crack_close.wss",db16,0.6,100};
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soundCrack2[]={"\a3\sounds_f\Weapons\explosion\supersonic_crack_50meters.wss",db16,0.7,100};
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soundCrack3[]={"\a3\sounds_f\Weapons\explosion\supersonic_crack_50meters.wss",db16,0.8,100};
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hitGroundSoft[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitGroundHard[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitMan[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitArmor[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitIron[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitBuilding[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitFoliage[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitWood[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitGlass[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitGlassArmored[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitConcrete[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitRubber[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitPlastic[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitDefault[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitMetal[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hitMetalplate[] = {"soundCrack1",0.33,"soundCrack2",0.34,"soundCrack3",0.33};
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hit = 2500;
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indirectHit = 500;
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indirectHitRange = 5;
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typicalSpeed = 100;
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explosive = 1;
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cost = 300;
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model = "\A3\Weapons_f\empty";
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airFriction = 0;
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timeToLive = 1;
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explosionTime = 0.001;
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soundFly[] = {"",1,1};
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soundEngine[] = {"",1,4};
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explosionSoundEffect = "DefaultExplosion";
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explosionEffects = "SencondaryExplosion";
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craterEffects = "SecondaryCrater";
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soundHit[]={"A3\Sounds_F\weapons\Explosion\supersonic_crack_50meters",0.2238721,1,100};
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multiSoundHit[] = {"soundHit",0.33};
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supersonicCrackNear[] = {"A3\Sounds_F\weapons\Explosion\supersonic_crack_50meters",0.2238721,1,150};
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supersonicCrackFar[] = {"A3\Sounds_F\weapons\Explosion\supersonic_crack_50meters",0.2238721,1,150};
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};
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class ACE_cookoff_large_1_normal : ShellBase {
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hit = 1;
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indirectHit = 20;
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indirectHitRange = 2;
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typicalSpeed = 100;
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explosive = 1;
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cost = 300;
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model = "\A3\Weapons_f\empty";
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airFriction = 0;
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timeToLive = 1;
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explosionTime = 0.0001;
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soundFly[] = {"",1,1};
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soundEngine[] = {"",1,4};
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CraterEffects = "ExploAmmoCrater";
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explosionEffects = "ExploAmmoExplosion";
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muzzleEffect = "BIS_fnc_EffectRifle";
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indirectHit = 20;
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indirectHitRange = 2;
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typicalSpeed = 100;
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explosive = 1;
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cost = 300;
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model = "\A3\Weapons_f\empty";
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airFriction = 0;
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timeToLive = 1;
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explosionTime = 0.001;
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soundFly[] = {"",1,1};
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soundEngine[] = {"",1,4};
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CraterEffects = "SecondaryCrater";
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explosionEffects = "SencondaryExplosion";
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explosionSoundEffect = "DefaultExplosion";
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soundHit[] = {PATHTOF(data\sounds\cannon_crack_close.wss), 56.23413,1,1800};
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soundDefault1[] = {PATHTOF(data\sounds\cannon_crack_close.wss), 56.2341,1,1800};
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hitGroundSoft[] = {"soundDefault1",1};
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hitGroundHard[] = {"soundDefault1",1};
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hitMan[] = {"soundDefault1",1};
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hitArmor[] = {"soundDefault1",1};
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hitIron[] = {"soundDefault1",1};
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hitBuilding[] = {"soundDefault1",1};
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hitFoliage[] = {"soundDefault1",1};
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hitWood[] = {"soundDefault1",1};
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hitGlass[] = {"soundDefault1",1};
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hitGlassArmored[] = {"soundDefault1",1};
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hitConcrete[] = {"soundDefault1",1};
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hitRubber[] = {"soundDefault1",1};
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hitPlastic[] = {"soundDefault1",1};
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hitDefault[] = {"soundDefault1",1};
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hitMetal[] = {"soundDefault1",1};
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hitMetalplate[] = {"soundDefault1",1};
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multiSoundHit[] = {"soundHit",0.34};
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class CamShakeExplode
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{
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power = "(16*0.2)";
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duration = "((round (16^0.5))*0.2 max 0.2)";
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frequency = 20;
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distance = "((3 + 16^0.5)*8)";
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};
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};
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class ACE_cookoff_large_1_filtered: ACE_cookoff_large_1_normal {
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CraterEffects = "";
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explosionEffects = "";
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explosionEffects = "SencondaryExplosion";
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soundHit[] = {PATHTOF(data\sounds\cannon_crack_close_filtered.wss), 56.23413,1.2,1800};
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soundDefault1[] = {PATHTOF(data\sounds\cannon_crack_close_filtered.wss), 56.2341,1.2,1800};
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};
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class ACE_cookoff_large_2_normal: ACE_cookoff_large_1_normal {
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soundHit[] = {PATHTOF(data\sounds\cannon_crack_close.wss), 56.23413,1.2,1800};
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soundDefault1[] = {PATHTOF(data\sounds\cannon_crack_close.wss), 56.2341,1.2,1800};
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};
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class ACE_cookoff_large_2_filtered: ACE_cookoff_large_1_filtered {
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soundHit[] = {PATHTOF(data\sounds\cannon_crack_close_filtered.wss), 56.23413,1.2,1800};
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soundDefault1[] = {PATHTOF(data\sounds\cannon_crack_close_filtered.wss), 56.2341,1.2,1800};
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};
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class ACE_cookoff_large_3_normal: ACE_cookoff_large_1_normal {
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soundHit[] = {PATHTOF(data\sounds\cannon_crack_close.wss), 56.23413,0.9,1800};
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soundDefault1[] = {PATHTOF(data\sounds\cannon_crack_close.wss), 56.2341,0.9,1800};
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};
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class ACE_cookoff_large_3_filtered: ACE_cookoff_large_1_filtered {
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soundHit[] = {PATHTOF(data\sounds\cannon_crack_close_filtered), 56.23413,0.9,1800};
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soundDefault1[] = {PATHTOF(data\sounds\cannon_crack_close_filtered), 56.2341,0.9,1800};
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};
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class ACE_cookoff_small_1_normal: ACE_cookoff_large_1_normal {
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indirectHit = 0;
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indirectHitRange = 0;
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explosionEffects = "ImpactEffectsSmall";
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soundHit[] = {PATHTOF(data\sounds\heavy_crack_close.wss), 56.23413,1,1800};
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soundDefault1[] = {PATHTOF(data\sounds\heavy_crack_close.wss), 56.2341,1,1800};
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};
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class ACE_cookoff_small_1_filtered: ACE_cookoff_large_1_filtered {
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indirectHit = 0;
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indirectHitRange = 0;
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soundHit[] = {PATHTOF(data\sounds\heavy_crack_close_filtered.wss), 56.23413,1,1800};
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soundDefault1[] = {PATHTOF(data\sounds\heavy_crack_close_filtered.wss), 56.2341,1,1800};
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};
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class ACE_cookoff_small_2_normal: ACE_cookoff_large_1_normal {
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indirectHit = 0;
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indirectHitRange = 0;
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soundHit[] = {PATHTOF(data\sounds\light_crack_close.wss), 56.23413,1,1800};
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soundDefault1[] = {PATHTOF(data\sounds\light_crack_close.wss), 56.2341,1,1800};
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};
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class ACE_cookoff_small_2_filtered: ACE_cookoff_large_1_filtered {
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indirectHit = 0;
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indirectHitRange = 0;
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soundHit[] = {PATHTOF(data\sounds\light_crack_close_filtered.wss), 56.23413,1,1800};
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||||
soundDefault1[] = {PATHTOF(data\sounds\light_crack_close_filtered.wss), 56.2341,1,1800};
|
||||
};
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||||
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||||
class ACE_cookoff_small_3_normal: ACE_cookoff_large_1_normal {
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||||
indirectHit = 0;
|
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indirectHitRange = 0;
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||||
soundHit[] = {PATHTOF(data\sounds\heavy_crack_close.wss), 56.23413,1.2,1800};
|
||||
soundDefault1[] = {PATHTOF(data\sounds\heavy_crack_close.wss), 56.2341,1.2,1800};
|
||||
};
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||||
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||||
class ACE_cookoff_small_3_filtered: ACE_cookoff_large_1_filtered {
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||||
indirectHit = 0;
|
||||
indirectHitRange = 0;
|
||||
soundHit[] = {PATHTOF(data\sounds\heavy_crack_close_filtered.wss), 56.23413,1.2,1800};
|
||||
soundDefault1[] = {PATHTOF(data\sounds\heavy_crack_close_filtered.wss), 56.2341,1.2,1800};
|
||||
};
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||||
|
||||
class ACE_cookoff_small_4_normal: ACE_cookoff_large_1_normal {
|
||||
indirectHit = 0;
|
||||
indirectHitRange = 0;
|
||||
soundHit[] = {PATHTOF(data\sounds\light_crack_close.wss), 56.23413,1.5,1800};
|
||||
soundDefault1[] = {PATHTOF(data\sounds\light_crack_close.wss), 56.2341,1.5,1800};
|
||||
};
|
||||
|
||||
class ACE_cookoff_small_4_filtered: ACE_cookoff_large_1_filtered {
|
||||
indirectHit = 0;
|
||||
indirectHitRange = 0;
|
||||
soundHit[] = {PATHTOF(data\sounds\light_crack_close_filtered.wss), 56.23413,1.5,1800};
|
||||
soundDefault1[] = {PATHTOF(data\sounds\light_crack_close_filtered.wss), 56.2341,1.5,1800};
|
||||
};
|
||||
};
|
||||
|
@ -162,7 +162,7 @@ if((count _totalMagazines) > 0) then {
|
||||
if(_burnOutCountCum > 2) then {
|
||||
_vehicle setDamage 1;
|
||||
} else {
|
||||
_burnoutStartTime = _vehicle getVariable "ace_burnOutStart";
|
||||
_burnoutStartTime = _vehicle getVariable ["ace_burnOutStart", diag_tickTime];
|
||||
_time = diag_tickTime - _burnoutStartTime;
|
||||
if(_time > 3.5) then {
|
||||
_vehicle setDamage 1;
|
||||
@ -204,7 +204,7 @@ if((count _totalMagazines) > 0) then {
|
||||
// [ace_sys_frag_fnc_frag_trace, 0.05, [_bullet]] call cba_fnc_addPerFrameHandler;
|
||||
};
|
||||
if(alive _vehicle) then {
|
||||
_burnoutStartTime = _vehicle getVariable "ace_burnOutStart";
|
||||
_burnoutStartTime = _vehicle getVariable ["ace_burnOutStart", diag_tickTime];
|
||||
_time = diag_tickTime - _burnoutStartTime;
|
||||
if(_time > 3.5) then {
|
||||
_vehicle setDamage 1;
|
||||
@ -232,7 +232,7 @@ if((count _totalMagazines) > 0) then {
|
||||
if(_burnOutCountCum > 2) then {
|
||||
_vehicle setDamage 1;
|
||||
} else {
|
||||
_burnoutStartTime = _vehicle getVariable "ace_burnOutStart";
|
||||
_burnoutStartTime = _vehicle getVariable ["ace_burnOutStart", diag_tickTime];
|
||||
_time = diag_tickTime - _burnoutStartTime;
|
||||
if(_time > 3.5) then {
|
||||
_vehicle setDamage 1;
|
||||
@ -248,22 +248,23 @@ if((count _totalMagazines) > 0) then {
|
||||
_handled = true;
|
||||
_rippleCount = floor(random _count) min 3;
|
||||
_mag set[1, 0];
|
||||
[_vehicle, _ammo, _rippleCount, (_mag select 2)] spawn {
|
||||
_vehicle = _this select 0;
|
||||
_ammo = _this select 1;
|
||||
_count = _this select 2;
|
||||
_speed = _this select 3;
|
||||
_spacing = (random 0.5) max 0.1;
|
||||
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "caliber");
|
||||
_fuseDistance = getNumber(configFile >> "CfgAmmo" >> _ammo >> "fuseDistance");
|
||||
_reportType = "small";
|
||||
_maxTypes = 4;
|
||||
if(_caliber > 2) then {
|
||||
_reportType = "large";
|
||||
_maxTypes = 3;
|
||||
};
|
||||
_bb = boundingBox _vehicle;
|
||||
for "_i" from 1 to _count do {
|
||||
[{
|
||||
PARAMS_1(_params);
|
||||
|
||||
if(diag_tickTime > (_params select 4)) then {
|
||||
EXPLODE_6_PVT(_params,_vehicle,_ammo,_count,_speed,_nextRunTime,_iter_save);
|
||||
|
||||
_spacing = (random 0.5) max 0.1;
|
||||
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "caliber");
|
||||
_fuseDistance = getNumber(configFile >> "CfgAmmo" >> _ammo >> "fuseDistance");
|
||||
_reportType = "small";
|
||||
_maxTypes = 4;
|
||||
if(_caliber > 2) then {
|
||||
_reportType = "large";
|
||||
_maxTypes = 3;
|
||||
};
|
||||
_bb = boundingBox _vehicle;
|
||||
|
||||
_randX = ((_bb select 0) select 0)+(random (((_bb select 1) select 0)*2));
|
||||
_randY = ((_bb select 0) select 1)+(random (((_bb select 1) select 1)*2));
|
||||
_randZ = ((_bb select 0) select 2)+(random (((_bb select 1) select 2)*2));
|
||||
@ -276,9 +277,19 @@ if((count _totalMagazines) > 0) then {
|
||||
_bullet setPos _spawnPos;
|
||||
_bullet setVectorDir [0,0,0];
|
||||
_bullet setVelocity [0,0,-300];
|
||||
sleep _spacing+(-0.02+(random 0.04));
|
||||
|
||||
_nextRunTime = diag_tickTime + _spacing+(-0.02+(random 0.04));
|
||||
|
||||
_iter_save = _iter_save + 1;
|
||||
if(_iter_save >= _count) exitWith {
|
||||
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
_params set[4, _nextRunTime];
|
||||
_params set[5, _iter_save];
|
||||
_this set[0, _params];
|
||||
};
|
||||
};
|
||||
}, [_vehicle, _ammo, _rippleCount, (_mag select 2), diag_tickTime, 0], 0] call CBA_fnc_addPerFrameHandler;
|
||||
};
|
||||
if(toLower(_simType) == "shotrocket" || {toLower(_simType) == "shotmissile"}) then {
|
||||
_handled = true;
|
||||
|
@ -1,4 +1,4 @@
|
||||
class ADDON {
|
||||
class ADDON {
|
||||
#include "penetration\armour.hpp"
|
||||
#include "penetration\armour_plate.hpp"
|
||||
#include "penetration\armour_plate_100mm.hpp"
|
||||
|
17
addons/penetration/ace_penetration/CHA_AI_T87.bisurf
Normal file
17
addons/penetration/ace_penetration/CHA_AI_T87.bisurf
Normal file
@ -0,0 +1,17 @@
|
||||
// MIL-DTL-46192
|
||||
Density = 2.832; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = -1;
|
||||
yield_strength = 400;
|
||||
tensile_strength = 445;
|
17
addons/penetration/ace_penetration/CHA_Ti_Grade38.bisurf
Normal file
17
addons/penetration/ace_penetration/CHA_Ti_Grade38.bisurf
Normal file
@ -0,0 +1,17 @@
|
||||
//MIL-T-9046J
|
||||
Density = 4.48; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 336;
|
||||
yield_strength = 1020;
|
||||
tensile_strength = 1140;
|
17
addons/penetration/ace_penetration/CHA_Ti_Grade5.bisurf
Normal file
17
addons/penetration/ace_penetration/CHA_Ti_Grade5.bisurf
Normal file
@ -0,0 +1,17 @@
|
||||
//MIL-DTL-12560
|
||||
Density = 4.43; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 336;
|
||||
yield_strength = 880;
|
||||
tensile_strength = 950;
|
17
addons/penetration/ace_penetration/CHA_Ti_Grade6.bisurf
Normal file
17
addons/penetration/ace_penetration/CHA_Ti_Grade6.bisurf
Normal file
@ -0,0 +1,17 @@
|
||||
//MIL-T-9046J
|
||||
Density = 4.43; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 336;
|
||||
yield_strength = 927;
|
||||
tensile_strength = 861;
|
16
addons/penetration/ace_penetration/Ceramic_AD90.bisurf
Normal file
16
addons/penetration/ace_penetration/Ceramic_AD90.bisurf
Normal file
@ -0,0 +1,16 @@
|
||||
Density = 3.6; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 780;
|
||||
yield_strength = 221;
|
||||
tensile_strength = 2482;
|
16
addons/penetration/ace_penetration/Ceramic_AD995.bisurf
Normal file
16
addons/penetration/ace_penetration/Ceramic_AD995.bisurf
Normal file
@ -0,0 +1,16 @@
|
||||
Density = 3.9; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 800;
|
||||
yield_strength = 262;
|
||||
tensile_strength = 2600;
|
22
addons/penetration/ace_penetration/DHA.bisurf
Normal file
22
addons/penetration/ace_penetration/DHA.bisurf
Normal file
@ -0,0 +1,22 @@
|
||||
//MIL-DTL-12560
|
||||
Density = 7.84; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
layers = 2;
|
||||
brinell_hardness = 712;
|
||||
yield_strength = -1;
|
||||
tensile_strength = 2200;
|
||||
|
||||
brinell_hardness_2 = 500;
|
||||
yield_strength_2 = -1;
|
||||
tensile_strength_2 = 1640;
|
17
addons/penetration/ace_penetration/DU_Staballoy_Gen2.bisurf
Normal file
17
addons/penetration/ace_penetration/DU_Staballoy_Gen2.bisurf
Normal file
@ -0,0 +1,17 @@
|
||||
d//MIL-DTL-12560
|
||||
Density = 18.6; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 390;
|
||||
yield_strength = 1462;
|
||||
tensile_strength = 1889;
|
@ -0,0 +1,17 @@
|
||||
d//MIL-DTL-12560
|
||||
Density = 18.6; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
brinell_hardness = 390;
|
||||
yield_strength = 956;
|
||||
tensile_strength = 1565;
|
18
addons/penetration/ace_penetration/HHA.bisurf
Normal file
18
addons/penetration/ace_penetration/HHA.bisurf
Normal file
@ -0,0 +1,18 @@
|
||||
//MIL-DTL-12560
|
||||
Density = 7.84; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
layers = 1;
|
||||
brinell_hardness = 500;
|
||||
yield_strength = -1;
|
||||
tensile_strength = 1640;
|
18
addons/penetration/ace_penetration/RHA.bisurf
Normal file
18
addons/penetration/ace_penetration/RHA.bisurf
Normal file
@ -0,0 +1,18 @@
|
||||
//MIL-DTL-12560
|
||||
Density = 7.84; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
layers = 1;
|
||||
brinell_hardness = "8.570 * ( 32.82 * ( (_this * 0.0393701) ) ^ -0.17) + 27.6";
|
||||
yield_strength = "950 * (( _this - (-0.56)) ^ -0.21)";
|
||||
tensile_strength = "1.18 * _this";
|
18
addons/penetration/ace_penetration/UHH.bisurf
Normal file
18
addons/penetration/ace_penetration/UHH.bisurf
Normal file
@ -0,0 +1,18 @@
|
||||
//MIL-DTL-12560
|
||||
Density = 7.84; // g/cm3
|
||||
rough = 0.1; // ??????????????????
|
||||
dust = 0; // ??????????????????
|
||||
bulletPenetrability = 15; // This is the vanilla penetration coefficient
|
||||
soundEnviron = "Empty"; // ??????????????????
|
||||
isWater = "false"; // lol
|
||||
friction = 0.7; // Physx engine friction
|
||||
restitution = 0.3; // The amount of energy each particle retains after a collision. Typically this produces a bouncing effect.
|
||||
impact = "hitMetal"; // duh
|
||||
soundHit = "Metal"; // duh
|
||||
deflection = 2; // physx bounce deflecting property used
|
||||
|
||||
// Extended ACE settings
|
||||
layers = 1;
|
||||
brinell_hardness = 600;
|
||||
yield_strength = -1;
|
||||
tensile_strength = 2200;
|
1
addons/penetration/sources.txt
Normal file
1
addons/penetration/sources.txt
Normal file
@ -0,0 +1 @@
|
||||
http://www.alternatewars.com/BBOW/Ballistics/Armor_Material.htm
|
Loading…
Reference in New Issue
Block a user