RHS Feedback - USAF
View Issue Details
0001449USAF[All Projects] Generalpublic2015-12-07 19:482015-12-08 19:43
GGG3 
Soul_Assassin 
nonemajoralways
closedduplicate 
 
 
No
1.54
No
0001449: RHS armor hitpoint system problem that even broke AI
Right now there is huge problem with RHS armor hitpoint system that makes many armored vehicles absolutely undestructable in some cases even if your fire million shells in already destroyed tank's turret piercing through it again and again to finaly realize that after million shots enemy crew still alive and tank still can move!!!! What in real life would turn tank into dust in RHS will do nothing. I suppose it happens because RHS armor system doesn't count damage properly. And there is another problem follows , AI gunner always fire until target destroyed or everybody dead inside, but with RHS system ,AI simply cant finish off already neutralized enemy armor ,so AI spend all ammo on one target without finally killing it, u can find about this bug here http://feedback.rhsmods.org/view.php?id=1132 [^]
Typical example
1. Lets place two tanks. US and Russian. M1A1 and T72B3 for example. Place T72B3 so it looks at side of hull of M1A1, like it going to flank M1A1 , Turn M1A1 turret to enemy. SO now we have real like situation when one tank going to flank another
1. T72B3 fire at vulnerable area under main gun of M1A1
2. After few shots M1A1 gun and then turret become destroyed , their status color turned to red
3. T72B3 continues to fire at that vulnerable sector with no further effect
4. AFter 100000000 shots no more destruction will happen to abrams, it will still be on tracks with crew alive inside!!!!!!!!!! AMAZINGLY REALISTIC ARMOR SYSTEM!!!! BRAVO!!!
5. But if we turn abrams hull to face t72b3 front, abrams might be destroyed in few next shots becouse shell goes through destroyed turret to engine. WOW!
No tags attached.
Issue History
2015-12-07 19:48GGG3New Issue
2015-12-07 20:08GGG3Additional Information Updatedbug_revision_view_page.php?rev_id=1429#r1429
2015-12-07 20:09GGG3Additional Information Updatedbug_revision_view_page.php?rev_id=1430#r1430
2015-12-07 20:09GGG3Note Added: 0002972
2015-12-07 20:09GGG3Note Edited: 0002972bug_revision_view_page.php?bugnote_id=2972#r1432
2015-12-07 20:11GGG3Note Edited: 0002972bug_revision_view_page.php?bugnote_id=2972#r1433
2015-12-07 20:12GGG3Note Edited: 0002972bug_revision_view_page.php?bugnote_id=2972#r1434
2015-12-07 20:20GGG3Note Edited: 0002972bug_revision_view_page.php?bugnote_id=2972#r1435
2015-12-08 10:57Bad TankmanNote Added: 0002973
2015-12-08 19:43Soul_AssassinNote Added: 0002974
2015-12-08 19:43Soul_AssassinStatusnew => closed
2015-12-08 19:43Soul_AssassinAssigned To => Soul_Assassin
2015-12-08 19:43Soul_AssassinResolutionopen => duplicate

Notes
(0002972)
GGG3   
2015-12-07 20:09   
(edited on: 2015-12-07 20:20)
To resolve that problem i suggest to add collateral damage. For example every new piercing shot at already destroyed turret will affect nearby systems like hull that will eventually destroy vehicle

(0002973)
Bad Tankman   
2015-12-08 10:57   
Yes, just look how it work on T-XX series - you may get hit in turret, but hull is getting damage too - why, when those are not conencted diferent than on US tanks? It need tweak but easiest, and fastes way will be changing the point where the Russian tanks are aiming (shooting at) to lower part, just like it was before 0.3.9
(0002974)
Soul_Assassin   
2015-12-08 19:43   
Read bugs before posting duplicates. Sarcasm also not appreciated. When you make a better system please feel free to release your own mods. Issue closed on account of multiple other issues already describing the bug.