Greetings all,
Reference the explosion radius for SRM's (now listed at 0.05Mtrs);
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Why do you even use the explosion code for SRMs? A year ago Paul set the explosion radius to 0.05 meters. Yep. That's 5 centimeters. Why do you waste server resources to simulate explosions with a radius of 5 centimeters? The missile itself is bigger than that.
Why not using ballistic projectile code for SRMs? These are anti-armor missiles designed to punch through armor. If a missile hits a hitbox, it should apply full damage to that hitbox. No fancy equations. Just like LBX, but a lot slower (300 meters/second vs 1100) and with shorter range (270 vs 1620 meters).
From reference these missiles are HEAT (High Explosive Anti Tank) warheads, that create a supersonic chemical jet to burn their way through armour. Todays current HEAT warheads are anywhere from 3 to 5 inch's in diameter for the projectile and the jet they produce is only 1/2 to 1/4 inch diameter, but it will cut through nearly 1.5 metres of some armour.
So having the "in Game" radius set to 0.05 for the size of the missile is inline with that type of warhead, now when we get different warheads that will need to be opened up again. If we get straight HE (High Explosive) it should have a large radius blast but only do surface armour damage, with no chance of any internals. The "Tandem Warhead" for SRM's (introduced during the Clan invasion) was designed to increase the internal damage per missile. The Tandem Charge missiles are larger and heavier than their standard counterparts, so a 'Mech can only carry half as many per ton, at five times the expense of a standard SRM.
Side-note; Technically the Gauss rounds we are using should actually just be punching there way through the surface armour and doing internal destruction. (similar to a very fast Sabot round, which leaves a very small hole on the surface but creates chaos inside)
So, when Paul reduced the blast radius down to almost nothing, he was actually getting close to how this warhead type really works. But they should be doing most of there damage to internals and even damaging the inside back armour where they hit. (again leaving only a small hole on the front armour surface.)
- In Game: Direct fire projectiles transfer all there kinetic energy into the surface of the armour they strike, damaging that material in an attempt to push through it. Most AC type of rounds will crater the armour and require successive hits at that location to actually break through. (most lack the shear energy that a Gauss carries to punch through on a single hit.)
- Game wise, we see a small or medium Mech struck with an AC5/10/20 or even a gauss round and it keeps on moving. This could be explained as the round simply punched completely through the location and went out the other side. If the location was not a critical component, the Mech has a hole through it, and damaged but not killed.
[Real life situation, you can shoot at a lightly armed vehicle with armour piercing rounds all day, unless they strike a critical location it keeps on moving. Hit it once with HEAT or HE and say good bye to it.]
(the AP rounds just go completely through doing little damage)
9erRed
Edited by 9erRed, 15 April 2014 - 04:08 PM.