Update 0.2.4: More Additions To Ballistics System


First of all, I started to work on a Logistics system so in the future you can manage and fight in battles for your country to help them win the theatre of war that they are in. Its like a campaign but more dynamic and will soon be procedural like WW2: Dogfight.

For the ballistics system, I added a new feature that will later help with volumetric shells. But still shells are just a single point infinite in small size right now. But what I did was have a secondary raycast where the initial shell hit that would go through and hit the backface of the armor plate measuring the distance. Then if the calcuated Line of Sight is thicker than the measure, I reduce the Line of Sight to be the measure. The same for if the shell hits the side faces of an armor plate, then if the measured line of sight is greater than 5 times the plate thickness, then the Line of Sight will be the measure one;

Also, now that we get where the shell would've traveled through the armor, we can now spall in the correct spot.

This means that now if you clip the edge of an armor piece, the effective armor is not as thick as if you were to hit it center of mass.

Now this unlocked more possibilities for the ballistics system. And now I am working on "faking" volumetric shells by casting a sphere the diameter of the shell where it was hit, then seeing if it hit any other armor plates, then after some math I will determine of the shell penetrated, got stuck, or didnt penetrate. This should hopefully lead up to turret ring and drive wheel jamming.

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