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IDProjectCategoryView StatusDate SubmittedLast Update
0006110AFRF[All Projects] Generalpublic2021-01-12 21:152021-05-06 16:34
Assigned Toreyhard 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version0.5.6 
Summary0006110: RHS HEAT warheads lose effectiveness due to air resistance
DescriptionOut of the missiles/rockets I have tested:
  TOW 2A

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)
Steps To ReproduceTrack 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.
TagsNo tags attached.
Is it a wish/request?No
RHS versionStable
Arma 3 versiondevbranch
Did you used any other mod when the error occurred?No
Which mods?
Attached Filespng file icon Screenshot_9.png [^] (1,713,735 bytes) 2021-01-12 21:15

- Relationships

-  Notes
reyhard (administrator)
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
Lukegotjellyfish (reporter)
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.
reyhard (administrator)
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.
Lukegotjellyfish (reporter)
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 [^]

- Issue History
Date Modified Username Field Change
2021-01-12 21:15 Lukegotjellyfish New Issue
2021-01-12 21:15 Lukegotjellyfish File Added: Screenshot_9.png
2021-01-13 08:45 reyhard Note Added: 0011397
2021-01-13 08:45 reyhard Assigned To => reyhard
2021-01-13 08:45 reyhard Status new => feedback
2021-01-13 10:11 Lukegotjellyfish Note Added: 0011400
2021-01-13 10:11 Lukegotjellyfish Status feedback => new
2021-01-13 16:50 reyhard Note Added: 0011402
2021-01-13 16:50 reyhard Status new => feedback
2021-01-14 03:06 Lukegotjellyfish Note Added: 0011403
2021-01-14 03:06 Lukegotjellyfish Status feedback => new
2021-05-06 16:34 reyhard Status new => resolved
2021-05-06 16:34 reyhard Fixed in Version => 0.5.6
2021-05-06 16:34 reyhard Resolution open => fixed

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