Tank Damage Mechanics & Ballistics - Devlog 2
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- čas přidán 25. 06. 2024
- The second devlog documenting our progress on the damage mechanics, ballistics, and realtime simulation of the shrapnel, progress on the interior of the tank, and various other developments.
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Check out our website: acesandarmour.com - Hry
Become a member on Patreon: www.patreon.com/user?u=121847017
Join the Discord Server! discord.gg/SASv2wmd2G
Check out our website: acesandarmour.com
so how you going to do none penetration spalling and HE? because none penetration still sends shockwaves through and depending on the armour hardness and hardening method changes the profile, such as elasticity and plasticity.
@@osmacar5331… what game? Theres no game here
Looks really good Alex. Hopefully you aren’t assassinated by Gajin
👀
@@AcesandArmour gaijin = the immortal snail
He might get kidnapped so watch out
WT will not fall, but there needs a WT equivalent of AW
he needs to keep an eye out for the snail
It’s been so much fun working on this with you guys, can’t wait for the play tests!!
what?!?132.7turkishliraexchangeratetounitedstatesdollar?!!
Shit hi eta!
Yooo
based af
If Eta helped making this then this shit must be a banger
i would say this is very ambitious, but it has been done before, there is GHPC and the tanks in Red Orchestra 2, and if you could, attempting to get in to contact with the GHPC devs could be very insightful, and the devs at operation harsh doorstop could also be beneficial for the infantry and weapons side of things.
That's not a bad idea! GHPC was a bit of an inspiration going in, they're also completely community funded
im glad to be in such a little known upcoming game
Hopefully it won't stay little known for long 🙂
True that @@AcesandArmour
One thing id really love to see, that no other game has done afaik, is when a shellhole is created, to actually be able to see through it. Ie, if a 50mm round goes through a plate, being able to then look out of said hole. Would be really cool
That would be sick good idea
Closest we have to that is War Thunder. But of course no detail to see
thats because it would require a lot more performance or generic holes that don't match the vehicle.
So either make it transparent where the bullet hit, in real time, or have a switch with generic dmg.
@@MAJmufin Dead Island 2 which has an awesome "onion" system for damage modelling, runs on Unreal Engine as well. I suppose one could look in that direction for procedural shell hole generation.
8:18 don't forget for course smoke shells as they are really useful for tank and infantry alike
Very true!
This gets me more excited, than some flashy UE5 trailer.
Glad to hear it!
in a few years time i hope this will be a fully fledged game, im so excited to see how this project evolves forward!
Glad to hear it!
Seeing eta was quite the surprise but reassures me that this game will be great
Absolutely loving the development and the idea behind the game. One idea I do have that I've really never seen in any combat game is armor degradation. As in, when your shell penetrates the armor or bounces and leaves a gouge in the armor, that either fully removes the armor value in that spot or greatly diminishes it. So, for example, if the Pz.IV front plate has an armor value of 100mm, and you bounce but leave a gash 70mm deep, the next round only has to penetrate 30mm in that spot. Additionally, if a round goes through the armor, you could shoot through the hole or at the sides of the hole to penetrate with much less penetration required. I have no idea how hard any of this would be to implement, but just some food for thought.
Looks very promising, good luck to you guys!
Try not to get trapped by feature creep. Get the base mechanics you want to add done, then add more details as future updates. If you so wish of course.
This is so wicked. I can’t wait to hear about all the little greblely things that are going to be put into the damage model that we haven’t even thought of yet.
I know it’s very early on right now but just looking at this my imagination is swimming
I'm very excited to see this game develop, one feature I want to be added, which I don't know if it is already being worked on or not, is that instead of having a generic HP system for each of the soldiers/tank crew etc, there would be individual hit points for each of the limbs, providing certain nerfs, when lost, sometimes being detrimental, such as losing your arms as a gunner would make it so you couldn't fire the cannon.
Cool and advance features. Amazing? 👍 Wanna know how you guys handle optimization.
rain water dripping down the slopes of the armor is crazy detailed simulation. Good job!
That can be solved with a vector map and a water texture, no need for simulation.
On some of my tests with lead plates (for down scaled physics reasons) the bullet would loose most of its velocity and stop but it would have torn out a chunk of lead in its place of impact that would be roughly the same size. This chunk would then be thrown into the back board with considerable speed
Oh yeah and I had a little thought. In other games (you know the one) flame throwers did practically nothing to tanks. However. I heard that Russian soldiers would be able to kill German tank crews with Molotov cocktails because the heat of the flame would cook them from the outside like a Dutch oven. Not to mention the oxygen starvation
you can also probably starve the engine of oxygen too.
Let's goo! Amazing devlog once again.
I Love this game! Can't wait to play it.
sounds like a massive scope for a small studio but good luck
Something to keep in mind is that the difference between WWII projectiles like APCR/APHE is VASTLY different from APFSDS. Whereas the APHE might ricochet in one piece on the UFP of an Abrams, APFSDS will shred itself and tumble into ineffectivity. Also, depending on the round in WWII, capped shells will have better penetration angles than non capped shells.
This looks pretty great so far though, and I'm rootin' for y'all!
Modern apfsds can actually retain effectiveness on the Abrams after a ricochet, there was a case in desert storm where friendly fire had done just that and killed the gunner
@@williewilson2250
I just checked the friendly fire list for ground vehicles and the only one I can find was B-66, where the round hit below the turret but was not mentioned to have ricocheted. Unlucky shot just below the DU panels, but not. A ricochet.
Also, Jesus Christ, I didn’t realize we had this many friendly fire incidents in Desert Storm…
@@jesusofbullets yeah it was that one and yes there was like 20+ lmao
While it's not directly mentioned, I don't see any other way it would only kill the gunner and injure the commander without having already been slowed heavily at such a weak area without any composites. I don't know for sure, but there might have been one more recently in a training mission with (possibly?) live rounds or training ones similar to something like an m829 variant that had hit and ricocheted. I can check again, but I'm pretty sure it was directly said to be a ricochet
Edit: nvm the fort bliss one was supposedly a shell meant to replicate m830 so it was apparently HE and I'm assuming only hit the guy up top with shrapnel based on the pictures
@@williewilson2250
“Three 120mm DU rounds hit B-66 -- one striking just below the turret, killing the gunner. None of these rounds penetrated the DU armor panels.”
This was from the AAR. It’s likely these were side shots, given the tank was moving a different direction than the rest of the company. If it had hit the UFP, it likely would have mentioned it. As for hitting the gunner and not the commander, I dunno. Lucky spall for the commander.
As for the training round incident, that was using a training round that hit the side of the turret of a friendly tank that was misidentified as a target during firing at the range. Gunner lost some fingers and collapsed a lung iirc.
@@jesusofbullets just edited the part about the training one, but the other one could have very well been a "magic bullet" incident that will never be solved until it's said where it hit and the angle it came from. The side shot idea feels a bit iffy because I feel like at the very least the loader would've caught something too and the mentioning of no rounds penetrating the DU plates makes me think it was from the front, otherwise they would've left that part out
Edit: apparently they were moving from the direction of the first shot that killed the gunner, so this was somehow a rear shot that didn't set off ammo and only killed the gunner
Woah, this looks incredible! Glad I found this, I've been looking into Unreal for these kind of projects for a bit, but I have nowhere near this level of talent! Look forward to seeing your future progress!
Go go A&A!
Cool! Just a technical side note, you may already know this. You are correct that a shorter barrel is associated with a lower velocity, however, the propellant charge's design intent has a lot to do with it as well - i.e. low vs. high pressure. A longer barrel will only help to an extent with a low pressure, low velocity shell. A good analogy would be a modern .45 ACP pistol round being fired out of a 20 inch long barrel - that would be like a low pressure shell in a long barrel. Long barrels are mostly only warranted by high pressure propellant charges - and a beefier breech / chamber is needed as well.
Im glad this video appeared. I am impatient to see how this will turn out. I wish u the best. 🔥🔥🔥
A very interesting project. I'll be following this. Godspeed!
I am very interested to see where this is going. Best of luck to you!
really lookin forward to this game! congrats for the awesome job
This is a super cool project! Reminds me a lot of the Red Orchestra 2 type tank combat which I've always liked and so this would be a great alternative to Red Orchestra and War thunder, because of the grind in War thunder and the fact that red orchestra 2 isn't receiving updates anymore. This seems really cool and I wish you guys the best on this project, good luck!
Wow, I really loved the amazing work!
This looks so nice! been playing and making videos for War Thunder for almost 10 years, gameplays and cinematic alike.
I am so hype for Aces & Armour. Can't wait to try this one out in the future.
Looks great, really hope it continues development
This is an excellent in the works game and we will watch your careers with great interest!
Very cool, definitely gonna be watching this project
Suggestion shrapnel does not fly straight at then arc down it is almost always a weird shardy shape it would really Tumble and roll in the air but still be mostly straight at high speed
Finally, a devlog I'm early to. Can't wait to see where this goes, this looks amazing. Even though I've never really been a fan of battlefield or warthunder styled games this legitimately looks like it could be the next big thing and fun af
Pretty ambitious game, wish you guys the best!
While you're on the topic of smoke simulation, here's a detail you could model which i've only ever seen in one other game.
These ww2 tanks don't yet have bore evacuators, as such i remember reading some reports or stories that mention how smoke from the breech and the MGs could build up on the interior of the tank under heavy fire, only being able to escape slowly through vision ports or small gaps in the armour. Since you're modelling the interior of the tank you'd be in a unique position to explore that visual effect.
On an only barely related note, i'd be interested if you have any plans for how fire damage might eventually work in this game, it's usually pretty basic in other games, and on the eastern front where this game is planned to first be set molotovs were a fairly common threat to tanks.
If I was able to make tanks fully functional with armor penetration and individual module damage as VRChat avatars, there's no telling what you guys will pull off! Great work on this. If you're determined enough, you can do pretty much everything.
good luck bro, looks promising
I'm am so happy youtube recommended me this lol. I am excited to see where it goes!
that panzer 4 model is really crisp! especially the interior, lots of little details that add so much to the model, not to mention the textures! all the streaks and grime, the weld beads, so good. well done!
A suggestion for the damage model pertaining to HE shells (if this hasn't been thought of or considered already). It would be cool if HE still did damage to the tank even though it didn't perforate the armor plate. While I cant with authority say exactly what kind of damage HE would do. But I imagine getting hit with something heavy going really quick and then exploding would impart a lot of force. and that force would probably bulge, or crack the armor plate, or knock things loose inside the tank. or mybe even jam the turret or elevation mechanism.
Best of luck with your project
This looks really impressive
one thing I would suggest for a damage model is a plates strength, as in if it gets shot at more and more, it will be getting weaker. For example on a large number of russion T-34's due to the crude creation of the hulls and poor welds, the plates would often crack apart from the seams from the force of the shell striking against the armour. This sort of cracking simulator would also be useful with high explosive shells since a lot of games dont simulate what a large caliber HE shell does to a tank. When we were developing a system like this for a mod that we created, we came across the issue of things like MG's shooting in the same spot penetrating the armour, so something like this might be worth looking out for if you decide to implement this!
Really excited to see how this game will turn out to be!
Super excited for this
One thing ive love to see is realistic artillery usage, using a drone operator to scout and correct fire would be awesome
amazing work 👌
how have i never heard of this game!?? this looks fantastic
This just bounce to me on youtube. Anyway looks great. Good luck.
Just knew a Newcomer coming to the Genre.
Good Luck, Don't be assassinated by them. Nice Video!
I'm rooting for you guys, this game is what childhood me always dreamed of playing.
This only has 24k views?? I don't wanna jinx anything but this looks like what I had hoped Enlisted would be and so much more! Keep up the great work!
Now it’s 28K views
This looks sick btw
yet another fun little game the gods of the algorithm brings me today. another new addition to my collection!
Absolutely kick-ass! Just discovered this channel and i'm super pumped about this game!
One question: Where will this game be released, in terms of platforms? I'm assuming either Steam, EGS, or maybe just setting up its own website for CD keys kinda like Starsector or something.
In any case, Super excited about what the future of this game will bring, and i've already subbed to your channel so i can get updates on the progress!
Realistic mechanical issues such as engine breakdown and random fire would be cool to see
heard of this game through eta and i am very excited for it! hope to play it when it comes out!
so you are making Enlisted...but not biased, fair and not greedy. Love it...cant wait to play
I pray it doesn't become a pay to win cluster fuck
Great concepts you guys got, I've been wanting to see a tank game with infantry for a long time, I especially want to just try modern tanks against older ones just to see how devastating they can be lol.
One thing about snowy tanks, make sure to consider which parts would get hot on a vehicle. Snow would melt there :D
Question: (this is the first video about this game i came across)
Are tanks going to be controlled by one player or a crew of a few players?
Edit: I just saw your first video and it answered my question in the first minute xD
this looks sick
I think this will be the first game in existence to model the spalling of armor rivets.
great stuff!!
Oh wow, this game sounds incredible
Looking amazing! If I find a way to support the patreon definitely will, kinda' broke though but happy to see the progress on the game. Will the weather have more gameplay additions than just the visuals of like rain and snow?
Appreciate that! Yeah weather will definitely have physical impacts on the game. E.g. heavy wind will affect ballistics, snow will effect traction and speed... etc
Nice to see warthunder finally get some competition, cant wait to see what unique things you guys bring to the table!
so... you're making GHPC but in WW2 and different? neat, always welcome a tank game made with love. and has this much detail.
you guys are awesome :D
Excited!
i love this and its nice that this is a game not like world of tanks so its actually realistic i have been waiting for something like this, and i can say that the interior of the panzer 4 is made very realistic and basically 1:1
There is another game that has infantry, tanks and planes and is under development: Beasts of Steel. It´s on steam.
the YT algorythm recommended me this and this sounds very good
its interesting youre aiming for realism even when it comes to repairing the tanks, as in not every tank is capable of repairing the same things, as this is the first game ive heard of doing this
tho im wondering what your source for the "Kanonegranate rot panzer" is as ive only hear the terms "PzGr rot" and "Panzergranate rot"
I know it's early days, but are you intending to use a more accurate Dunkelgrau or keeping the typical lighter grey tone everyone uses instead?
Tripwire Interactive did modelled interiors in Red Orchestra 2 on two types of 'Panzers', two types of Soviet T- tanks aswell as two half-tracks. From what I've heard it was ALOT of work, like every tank was a whole project on it's own.
So I wonder what the acual scope of the game is? How many vehicles do you guys plan to do before release?
Best of luck with this game, i see quite some progress since the last video a month ago. The weather effects are very nice.
A good part to model would be the firing controls like the hand crank for manual turrets.
I hope we’re finally getting red orchestra 3 with this
Snail bless you great work!
Games with damage modelling is my favorite!
Will you be able to machinegun the crew trough holes left by shells?
I'm sure ots been said but I think adding effects for the weather to react with the guns and such would be brilliant. Such as when you fire the water or snow on the tank would react to the shockwave of the blast, same with when you're hit by somthing.
Love how the game looks and the idea is amazing, somthing I definitely will keep an eye on and am excited for what comes next.
Very minor detail but i do have an eye for it: if it is snowing the tank should indeed be covered in snow. but wouldn't it melt on the armor around the engine, the barrel after a shot, the muffler, etc.?
that's knitpicking on the highest level but it'd be awesome
Looks like such a cool game, I can't wait until it releases or open alpha/beta begins
This reminds me alot of Steel Armor Blaze of War but multiplayer, can't wait for it to come out in the future.
This is so damn cool
dude, this is like Foxhole... but 3D, an amazing idea. Keep up the good work man
Quick question regarding the shrapnel bits, how much in average would be created upon impact/explosion? Should be in the hundreds at least to be really realistic, no? But won't this amount of pieces be a strain on the physics engine? Especially if you have several explosions occurring at the same time
Out of curiosity, how will the damage look? For example, will there just be a small decal where a tank was penetrated/hit? Or will it be a bit more detailed? Will there be variations similar to war thunder such as ricochette marks or different types of hit decals depending on what type of shell was used? I'm looking forward to this!
We plan for the damage visualisation to be fairly in-depth. We want to ideally add actual holes where shells have penetrated, along with 3D decals of hit marks for large and small calibre weapons, and scratches for ricochets... etc
@@AcesandArmour That's awesome, man. Can't wait to hear and see more
How computational expensive is the detailed damage model you're going for?
what scale of warfare are you looking at representing? squad level or platoon level or company level? imo combined arms is at it's best at the largest possible scale
I have a question: are view port and periscopes modelled (in the sense that you have to look through them)? and if yes would it be in consideration that if the get hit, that you could still "look through" them but since they got hit there would be cracketd glass or even pitch black if it got destroyed compleatly? And also the addition of weather effects like raindrops on the sights
Yes, everything you mentioned is planned.
@@AcesandArmour Splendid. I hope that this whole operation becomes a success
Looks cool
Algorithm has blessed me with such an interesting game!
Perhaps exit gaps can also be blocked after a hit. Then a member cannot leave at all or can only do so with difficulty
Usually the algorithm sucks... But this is amazing
Im on board
Will plugging be simulated in the armor?
Will overpressure be a factor for the damage model of tanks? What about armor degradation?
How do you guys optimize things
Are there plans for realistic 1st person views? or are you keeping the WoT 3rd person style view? Game is looking really good btw!