posted May 31, 2001 02:20 PM
well i think so far Rex has the right idea on how damage is calculated. liquid tanks (because of body shape) have few front facing pollies. most of a liquids pollies end up being side or rear facing, and side and rear hits are what does extra damage. according to LDA tanks use the same bounding box for both impact detection and weapon hit detection (just collisions in general really). but jim also states that its a bounding box that is not a true cube shape. the bounding boxes actual area is based on the shape of the model. the turret (not including the weapon barrel) also has its own seperate bounding box as well.
this is y smaller tanks can navigate narrow areas easier than the larger tanks. (eg. Dwarf vs. Claymore in a ravine).
this is also y smaller tanks can get flipped over and bashed around easier than the larger tanks. the wider/ longer tanks models have a larger "footprint" and this combined w/ the center of gravity will keep them on the ground better.
think of it like a VW bug (liquid) and a garbage truck (steel)(assuming they both have the same center of gravity). in a head on collision the bug will loose and be tossed aside (smaller footprint and less mass). side impacts to both vehicles are more likely to tip over the bug than the truck. an exception to this is a tall and narrow vehicle, a tall vehicle (such as my Napalm Tanker) that is also very narrow is easily tipped over from side impacts.
as to center of gravity; the center of grav is the x, y, z absolute zero cooridnates of the tank model itself. with most (stock) tanks this zero point is the absolute center of the turret at the very top of the tank body (so: on top, right in the middle). the stock tanks are wide enough that this works very well, but on tanks like the naalm tanker its center of gravity is WAY too high up because of its height. so making a tank w/ the turret in the front or the back will alter how the tank handles IF the zero point is where the turret meets the hull.
wiht the collision bounding boxes and front and rear armor it may hold true that part of what determines front and rear impact is where the zero point of the tank is located? a zero point set foreward may make for a larger rear armor area while setting the zero point in the rear would make for more front armor and less side armor. i have a tank in the works now that utilizes a rear mounted turret, so i suppose ill find out soon enough.
as an example with the Napalm Tanker i really should have made the model so that the zero point was inside the tank, not on top. this would make it handle so much easier. had i have known then what i know now... but oh well.
so a tank stat comparison chart is going to be hard to do... as it turns out you could take a tank and by altering the placement of the model (not altering the models pollies) and leaving all ent file stats alone make it handle and take damage completely different (i think).
these are my conclusions so far, if im wrong on any of this someone please point it out (as im sure you will anyways
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