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0006110AFRF[All Projects] Generalpublic2021-01-12 21:152021-05-06 16:34
Lukegotjellyfish 
reyhard 
noneminoralways
resolvedfixed 
 
0.5.6 
No
Stable
devbranch
No
0006110: RHS HEAT warheads lose effectiveness due to air resistance
Out of the missiles/rockets I have tested:
  9M113
  9M117(s)
  9M119
  9M127
  TOW 2A
  MAAWS HEAT
  Javelin

All create their penetrator the same distance before the surface the missile hit, this combined with the high air resistance of the penetrator leads to a loss of ~100m/s out of 1000 in speed, affecting higher-penetrating warheads like on the 9M127 (Vikhr) the greatest (Would expect 1050mm with material penetrability 0.015 but due to the loss of 100m/s, it would penetrate 945mm)
Track speed and position of penetrator via a script (I can't remember how to select the penetrator after the missile triggers) or diag_toggle "shots"; on arma3diag devbranch.
No tags attached.
png Screenshot_9.png (1,713,735) 2021-01-12 21:15
https://feedback.rhsmods.org/file_download.php?file_id=2266&type=bug
Issue History
2021-01-12 21:15LukegotjellyfishNew Issue
2021-01-12 21:15LukegotjellyfishFile Added: Screenshot_9.png
2021-01-13 08:45reyhardNote Added: 0011397
2021-01-13 08:45reyhardAssigned To => reyhard
2021-01-13 08:45reyhardStatusnew => feedback
2021-01-13 10:11LukegotjellyfishNote Added: 0011400
2021-01-13 10:11LukegotjellyfishStatusfeedback => new
2021-01-13 16:50reyhardNote Added: 0011402
2021-01-13 16:50reyhardStatusnew => feedback
2021-01-14 03:06LukegotjellyfishNote Added: 0011403
2021-01-14 03:06LukegotjellyfishStatusfeedback => new
2021-05-06 16:34reyhardStatusnew => resolved
2021-05-06 16:34reyhardFixed in Version => 0.5.6
2021-05-06 16:34reyhardResolutionopen => fixed

Notes
(0011397)
reyhard   
2021-01-13 08:45   
Well, that's on purpose - 9M127 can penetrate single 1050mm plate. If plates are layered then effectiveness of HEAT warheads is vastly reduced
(0011400)
Lukegotjellyfish   
2021-01-13 10:11   
I worded the summary badly as an attempt to simplify it but went too far:
The issue is that the penetrator is created a distance away from what the missile actually hits so the penetrator loses 100m/s in speed before hitting anything in the first place.
(0011402)
reyhard   
2021-01-13 16:50   
Are you using some time slowdown? I turned off spall ammo & then checked penetrator speed and it happens in single tick, meaning there is speed loss. It could be frame dependent so it could need some additional investigation but I wanted to ask how did you captured that screenshot first.
(0011403)
Lukegotjellyfish   
2021-01-14 03:06   
For the testing and screenshot I did for the report, it was by using "setAccTime 0.01" and pausing the game and going to the camera just before the spall submunitions were created.

With default time acceleration and removing penetrator submunitions, it seems to happen exactly the same. I forced my game to single-digit FPS by placing a few hundred vehicles and found the same result: https://youtu.be/jiGUocdAnXA [^]