Sprocket

Sprocket 0.2.31

Version
0.2.31
Version Date
March 10, 2025
Links

Patch Notes

0.2.31.4 - Damage Model Rework (0.2 Alpha)

Hi all,

Here's another major iteration on the damage model with a much more advanced approach.
Should fix most of the inconsistencies of the previous version.
Overall this update provides a buff to high calibre and muzzle velocity cannons, with the addition of overmatching.

This update's for the 0.2 alpha, you'll have to opt-in to play it:


Changes
  • Shells now simulate overmatching. This is when the force required to redirect a shell becomes higher than the plate can resist.
  • With enough energy, projectiles will start to ignore the slope of the plates they hit. Realistically, this will only be a concern with plates thinner than 30mm. This effect drops off significantly at an impact angle above ~80 degrees. You might want to rethink any 5mm roof armour…
  • Shell deflections now create spalling.
  • Shells now simulate denormalization. Penetrations will now change the path of the shell, depending on how much energy the penetration consumed.
  • WWI armour is now carburized steel, instead of RHA. Simulated as a x0.5 effective thickness modifier.
  • Applique armour is now structural steel (excluding addon structures), instead of RHA. Simulated as a x0.4 effective thickness modifier.
  • Shell deflection angle now changes depending on how far the shell penetrated before being redirected away from the plate.
  • Shells no longer automatically bounce above certain impact angles depending on their calibre. Instead, deflections now happen when a gouge shallower than 1 calibre is created and the impact angle is higher than 10 degrees.
  • The damage model will now ignore any applique armour intersecting with plate structures. So fenders clipping into armour wont reduce its effectiveness.
  • Connected plates now have their thickened edges merged if their points are within 5mm of each other.
  • This can result in armour thicknesses that differ slightly from the set value, but it was deemed better than having cracks in armour.
  • Thicknesses in the armour overlay armour sampler are now shortened to "999+" above 999mm.



Fixes
  • Spall direction now changes based on the angle of the plate which created it.
  • Spall is now a significantly less effective penetrator than shells.
  • Spall and shells no longer bounce as if they were perfect spheres.
  • The armour overlay effective armour readout now correctly scales with the hit part's strength relative to rolled homogenous armour.
  • Ricochets are no longer perfectly reflected as if shells were a sphere. They'll slide up the plate more.
  • Stopped shells and spalling bouncing down cracks which would be too small for them.
  • Fixed parts being incorrectly damaged by non-penetrations.
  • Fixed holes in the backs of plate structures with certain setups.
  • Fixed the move tool hitbox not scaling with its size correctly.

Remaining 0.2 alpha features:

[*]Improved freeform selection tools
[*]Turret and part decoupling


- Hamish