WelshZeCorgi Posted January 11, 2020 Posted January 11, 2020 (edited) It seems like overpenetrations are a bit too simplified IF they're operating the way I think they're operating. I think that penetration is only really is calculated on the very part the shell makes first contact with and doesn't factor in the structures past it. I notice that in long range chase scenarios, causing high angle plunging fire, if a shell over-penetrated the smoke stack or the towers, the shell didn't simply continue into the deck and either explode there or somewhere below. I'm wondering if anyone can clarify if over-penetration does not factor in structures and parts of the ship behind the component that has been over-penetrated. Does the game engine continue modeling the shell as it passes through the ship during the event of overpenetrations? There are sometimes events where direct fire to the belt over-penetrated, but it doesn't represent that visually, because shouldn't you be seeing shells punching through the other side and tumbling into the sea/ exploding just as it exits the other side of the ship? Edited January 11, 2020 by WelshZeCorgi
Steeltrap Posted January 11, 2020 Posted January 11, 2020 The workings of the armour and damage models are rather opaque at present. In part I suspect it's because they aren't finished and the devs (rightly enough) don't want to have to defend/explain things they aren't viewing to be close to the final. We know they don't have proper citadel or bow/stern armoured transverse bulkheads, for example, which is why so many ships go "bang" when hit from bow/stern with large calibre HE (or even small calibre AP on things like CAs).
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