ATTENTION! The content of this article is more than three months old and may not be relevant to the current version of the game
Let me start out by saying that our current implementation of vehicle armor is hitpoint based and therefor the techniques used are very much meant to support this approach.
[singlepic id=360 float=center] “Sherman M4A3E8 armor example”
When a projectile hits a vehicle the final damage inflicted is calculated based on a number of variables, first and foremost the projectiles variables.
[singlepic id=357 float=center] “General HVAP M93 (Armor Piercing) Properties”
The damage and range variables determine how the damage falloff will be, based on the range the projectile has traveled.
[singlepic id=359 float=center] “Projectile Damage Falloff Curve”
Impact Angle & Armor Thickness
Once the projectile impacts a vehicle with armor the impact angle is determined and if the angle is below the “Armor Reflection” degree property of the projectile then the projectile ricochets off and does not cause any damage. If the projectile does not ricochet then the damage from the projectile is modified by multipliers from both the projectile and the armor.
The projectiles damage multiplier is an expression of the projectiles armor penetration abilities and the armors multiplier is determined by the thickness of the armor. The thickness of the armor is of course also dependent on the impact point on the vehicle.
[singlepic id=358 float=center] “HVAP M93 (Armor Piercing) Damage Properties”
The angle is then once again used to modify the final damage. “Full” damage will only be used if the projectile hits at an angle of 90 degrees. If the angle is between the “Armor Reflection” angle and 90 degrees, then a simple exponential function is used to determine the final damage. Some projectiles have an “Armor Reflection start damage”, which is used instead of just interpolating from”0″ to the max damage. In the case shown in the image above, the “Armor Reflection start damage” is 25% of the already modified damage.
Once the final damage is calculated the armor has a threshold, so if the final damage is too small than it will be ignored.
Finally the projectiles can also have an explosive property where the damage is calculated in very much the same manner as above, but with a falloff in damage the further away from the explosions center the target is.
I hope this helps better understand our current model, we are very interested in hearing your comments and suggestions.