Bullet energy transfer into body vs Body armor penetration AND trade-offs in bullet diameter vs velocity FOR similar energies #10603
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Seems like Arma 3 doesn't model armor penetration realistically. Smaller caliber, higher velocity, higher twist rate, and higher BC (pointier and higher sectional density) doesn't increase penetration in Arma 3 like it should, even with ACE. It's purely canned as far as I can tell based on Hit and Caliber values (the latter is inverse in effect, as larger penetrates more) that have nothing to do with even the ACE bullet characteristics that are surprisingly limited to grain, average muzzle velocity for specified barrel length, BC, etc, the barrel, etc. Even with ACE, it's weird that the only thing using all the ACE bullet and gun info is the ballistics system, not armor penetration or injury. Ball, AP, HP, Frangible, etc, are purely for text description and don't appear used by Arma 3 regardless of mods. In fact, right now for a lot of rounds, it's reverse. You get more out of M118 than you do out of M993. Someone correct me if I'm wrong, please. |
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Bullet energy transfer into body vs Body armor penetration AND trade-offs in bullet diameter vs velocity FOR similar energies:
In other words, if you have two bullets with the same energy at a given distance (e.g., point blank) with ACE3, will the wider & slower bullet currently probably cause more body damage & bleed out (like from larger avulsions) to a lower-armored soldier BUT the equivalent energy bullet that is narrower & faster would more easily penetrate high-armored solders and only leave like a small high velocity hole in the body? In the same unarmored soldier, the slow fat bullet would do more damage, and the fast thin bullet would do less. Against a fairly armored soldier, the effects should be reversed.
I'm asking this in relation to my feature requests on the wider topic of armor penetrations. As far as I can tell, BC and therefore roughly bullet pointiness are not currently used for armor penetration at all, though a separate category of the canned bullet type and damage designation (frangible < hollow point < fmj/ball < AP) has an effect that's obviously associated. But the simpler notion that larger diameters result in more energy transfer to bodies if they get through armor (or lack of) but are worse at penetrating armor in the first place, and vice versa, is unclear to me in the ACE modeling when I'm testing it. I've suggested some enhancements like using BC and bullet rotation (from twist and barrel length) for armor penetration, but is diameter vs velocity trade-off in body damage vs armor penetration already modeled at all in ACE, or should I add that too within the feature request?
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