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UllyB

Ships' Structural Factor

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Just a quick question if you please...

I saw that a cargo ship that has StructuralFactor=5.0  goes to the bottom in aprox. 30 seconds with one missile only. Warships have StructuralFactor=1000 (hundreds/thousands of time bigger!). What value (apox) should I put to sink a warship with just 4 antiship missiles ? "20" would be enough or it's not working that way ? I ask that because I bet this issue is old now and everybody already set their own ships long time ago and they know these values/ratio very well. It also would save me time to try it for myself.

(What is the relationship/ratio between any ship's StructuralFactor value and how many bomb/missiles/rockets needs to go to the bottom ?)

Thank you!

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Sorry for being so late.

With ground objects like ships the durability is a combination of the object's "EmptyMass=" with the volume of the object's "Hit Boxes". This durability level can then be amplified by the use of the "StructuralFactor=" entry. It can the be further modified via the "HasArmor=TRUE/FALSE" option. Then setting a "ArmorMaterial=" and thickness value in millimetres.

Armor material types are ALUMINUM, STEEL, TITANIUM, GLASS, FIBERGLASS, WOOD, and NONE

An example from a battleship.

[Hull]
ModelNodeName=Hull
EffectSize=1.0
MinExtentPosition=-16.634,-105.707,-8.412
MaxExtentPosition=16.634,114.828,9.093
StructuralFactor=1000.0
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[FRONT].Thickness=304.8
Armor[RIGHT].Thickness=355.6
Armor[LEFT].Thickness=355.6
Armor[REAR].Thickness=254.0
Armor[TOP].Thickness=273.05
Armor[BOTTOM].Thickness=254.0

Take a look at this post, is included quotes from the games creator about hit points and armor.

 

 

Edited by KJakker
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