HE Rework + Rounds related bug fixes #210
Open
+1,696
−862
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-Replaced static fragment calculations with the Gurney equation for initial velocity and a quadratic drag model for velocity decay over distance.
-Blast Overpressure Zones: Implemented zone-based feathering (Near, Mid, and Far fields) for more realistic overpressure falloff.
-Surface Detonation (Mach Stem Effect): Added logic to detect proximity to surfaces, allowing for directional surface boosts and reflection effects.
-Dynamic Fragment Distribution: Improved hit probability logic based on target area and solid angle fraction (so that if there are many targets, the likelyhood of you getting hit doesn't change if you're the opposite direction)
-Improved Occlusion: Refined fragment occlusion checks to properly handle world geometry and armored entities. Before it didn't account for that, could kill through objects.
Bug Fixes & Improvements:
-Parented Gun Fix: Resolved an issue where GLATGMs would spawn at incorrect offsets when fired from a parented gun.
-Added internal statistics gathering for HE events (processing time, power spent, target breakdown) to assist in future balancing
SWEPS:
-Changed grenade HE filler, it was like an artillery shell before. now it matches the american m67 grenade
Balancing changes:
-Changed the lowest amount for blast pen to start working. Before a normal 100mm gun(if HE was right), couldn't start using that mechanism
-Buffed slightly the blast penetration, so that 5kg of explosive can penetrate 20mm of RHA
-Decreased the default amount of armor a player has. No changed in damage taking by ammo noticed, potentially may buff pistols that had less pen than the "body armor"
Important notes:
ACF.HEPowervar in two times, which would make it match real life. Further testing is required.