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Showing results for tags '3d model fix'.
So. The Kingtiger in-game seems rather crude. Apart from a comparatively low def 3D model, a lack of data for the coax MG which fires out of the model center instead of besides the main gun, there's another problem. After a few test runs with 8 Kingtiger vs 8 IS-2 at a range of 1000m, I was shocked. The IS-2s seemed able to penetrate Kingtiger turret center front and knock it out. It was more than a year ago when CMRT was first released. At the time I thought it looked like KT's armor was assigned very bad quality. As I absolutely love this iconic tank, I felt bummed and moved on to other games. Friday came and I felt a bit CM itch. So re-downloaded and installed CMRT v1.03. Re-ran the test. Same deal. But this time I noticed, that the turret penetration hits were not on "turret front", but "weapon mount", as the hit texts and hit decals show. And every hit on the mantlet penetrates or at least partial, most of them knocking out the tank, rarely the tank survives but ends up with a destroyed main gun and coax. On the other hand however, hits that are on the "turret front" proper, either bounced or only induced armor spalling. Penetration only happens once in a blue moon. Thought this was very weird. There should be 180mm of armor behind the mantlet, which alone should be sufficient to stop the 122mm round. Why is it in CM that mantlet penetrations are fatal? And so I formed the theory of how CM game engine handles the damage modeling in this case. To demonstrate, I first drew a simple scheme of the real tank turret. The orange area is tank internal space and hits into internal is considered fatal. An incoming heavy AP round penetrates the gun mantlet, but is then stopped by turret front armor and the tank remains fine. Next is a picture of how CM's game engine handles the armor scheme. On the real tank, the combination of mantlet + turret essentially creates a "multi-layered", spaced armor. But as far as CM's game engine is concerned, there is no such thing. I believe the game engine only knows that, behind armor, whatever it is, be it turret armor, hull armor or gun mantlet, is tank internal space. I remember doing tests on Tiger I mantlet in CMBN, hits on the mantlet edge would penetrate while others wouldn't in the same test, despite real Tiger I mantlet edge being backed by 90mm(?) of turret front armor - It is the same problem. However, it becomes much more profound on the TigerII, because here we have 180mm of center turret armor, that is omitted by the game engine. Hits on the mantlet would go directly through to tank internal space. What should be an area that is almost impenetrable, has become a glaring weak spot.