This project is now called "Gunner, HEAT, PC!" and will be developed into a full game with your support! Check out the public demo page here: [removed] Edit: The game was released on Steam in early access in September 2022 and the prototype demo is no longer available. You can find the store page and more info at gunnerheatpc.com
@JaridMitchell4 ай бұрын
Holy shit, finding out this is what turned into gunner heat is crazyyyy!!! Super inspiring
@TheBeastFeastLP6 жыл бұрын
Oh hell yeah, been waiting for an update vid on this, looking great!
@JockeyStrappers6 жыл бұрын
Looks pretty damn nice! Any updates to how you calculate composite strength/arrangment and how it affects the penatration and spall?
@ActionScripter6 жыл бұрын
Yep! I now have all the composite armor modeled separately for fine-tuning against different penetrator types. Also, the spall is dependent on several factors: penetrator type, armor thickness, and spall liner. In general, it should be pretty close to realistic now - and where it falls short, I can fix it quickly. I even have subtle differences accounted for, like different ricochet angles for different ammo types, or both impact and time fuses for HE rounds, or the normalization of spall from kinetic long rods.
@coryskelly18396 жыл бұрын
Hey man its looking great!
@ActionScripter6 жыл бұрын
Thanks Cory!
@leavemealone33643 жыл бұрын
respect
@radue96583 жыл бұрын
I'm interested on how u manage to calculate the angle between the shell and the armour peace you hit, could you give me a hint? ty
@ActionScripter3 жыл бұрын
You can get the normal of the surface struck from a RaycastHit. From there, it's just vector angles between the incident ray and the normal.
@radue96583 жыл бұрын
@@ActionScripter oh ty very much, appreciate
@ekmekaraskodlama3845 жыл бұрын
very nice i hope i can get to do sth like that. i downloaded the game
@BlitzFromBehind4 жыл бұрын
Don't mean to diss since I know you're a small team and use free models but that BMD-3 model is so funky 👌
@ActionScripter4 жыл бұрын
It sure is. Luckily, the next public build will only feature models made specifically for GHPC. Check out some of the recent images at GunnerHEATPC.com to see how far we've come!
@BlitzFromBehind4 жыл бұрын
@@ActionScripter will do o7 been drooling all over this since I first found out about it.
@Prometheus198536 жыл бұрын
Will the ballistic and damage model also take in to account pyrophoric materials? Also, how are you modeling HEAT?
@ActionScripter6 жыл бұрын
I do plan on implementing a fire/injury modifier for pyrophoric penetrators at a later time. The crew health and fire starting are both all-or-nothing at the moment, but once they're made more detailed, there will be a reason to model pyrophoric effects. Currently, HEAT is modeled as a central jet with high penetration that burns itself out after a finite distance, surrounded by a spall pattern that is stronger toward the center and weaker toward the edges. Many of the HEAT shells also have some HE-style fragmentation when they detonate. The AAR view does not yet distinguish different kinds of frag/spall, so it looks pretty cluttered most of the time, but the underlying simulation is meant to be realistic. If you have any tips/info on HEAT post-pen damage, I'm always interested.
@Prometheus198536 жыл бұрын
@@ActionScripter Good stuff, very interested in how this pans out. As for HEAT, the jet basically acts like it would when hitting spaced armor. It immediately decollates in to a huge spray of high velocity copper (or whatever other material(s) used in the liner) microfragments that incidentally happen to be VERY hot. It has the effect of simultaneously turning the crew in to red soup and burning/shredding everything in the compartment. HEAT is not a fun way to die, or a merciful way to kill an enemy.
@DigitalShaolin2 жыл бұрын
Hey wassup, is there any chance you could point me to any recourses that contain formulas or anything like that to determine spall data like the amount of spall fragments and stuff like that. I've been looking for any solutions to this problem but haven't been able to come up with much yet, Thanks!
@ActionScripter Жыл бұрын
An interesting start for kinetic projectiles is "Model for ballistic fragmentation and behind-armor debris" by Yarin, Roisman, Weber, and Hohler. For HEAT rounds, you may be interested in "Shaped Charge Attack of Spaced and Composite Armour" by Horsfall, Petrou, and Champion. If you search for keywords like "armor penetration", "projectile", "shaped charge", "cumulative", and "after-armor effect" on academic research sites, you'll find a trove of information out there. Best of luck!
@DigitalShaolin Жыл бұрын
@@ActionScripter holy crap! Appreciate the response and info man. This comment was just a shot in the dark and this was the last thing I thought I would see today but it’s a very welcome surprise after putting the project on the back burner. Appreciate it man and good luck with GHPC!
@razeqer57764 жыл бұрын
How did you get so smooth camera movement ?
@ActionScripter4 жыл бұрын
I wrote a custom camera controller that moves the camera smoothly toward a target position based on viewing angle and position. It has two properties that make it smooth: (1) a scaled displacement routine that's essentially a Lerp, and (2) a mouse input "accumulator" that averages out sharp inputs and makes the result cleaner.
@B.E.A.R-FR5 жыл бұрын
how to download this game pls ?
@ActionScripter5 жыл бұрын
The demo is available as "Gunner, HEAT, PC!" on itch.io and there's a Discord server for testers linked in the main menu screen.
@leo5235 жыл бұрын
@@ActionScripter please release Linux version
@msorin743 жыл бұрын
When tutorial to make all this?
@ActionScripter3 жыл бұрын
Great joke
@msorin743 жыл бұрын
i have no idea how to use unity and all id need is some simple tank controls but ok
@BitorBit_ Жыл бұрын
Code/formula for spallin?
@ActionScripter Жыл бұрын
There's nothing special about the code. The projectiles are pooled raycast-based entities with a quadratic drag flight model, and the actual formulas for the amount, angle, and energy of fragmentation are custom made based on reading a lot of research papers and test reports. Assuming you're asking because you're interested in making something similar, you should create your own system, based on whatever projectile and armor representations you use and what results you want. The code includes parameters for input from various systems present in this armor/ballistics model, such as armor hardness, LOS thickness, normal thickness, projectile penetration rating, remaining energy level, impact angle, special material properties, HEAT jet state, and distance from initial impact point. It's all built specifically to work with my systems and I'm not going to share it as a general solution. You can find armor penetration studies on your own and choose how to interpret them based on how much detail is appropriate for your own projects. The more you read, the better you'll be able to create a behavior that suits your purposes. Even just "eyeballing it" from what you learn will probably be enough for a facsimile of real results, or you could go the other way and try copying the actual formulas proposed in the papers. An interesting start for kinetic projectiles is "Model for ballistic fragmentation and behind-armor debris" by Yarin, Roisman, Weber, and Hohler. For HEAT rounds, you may be interested in "Shaped Charge Attack of Spaced and Composite Armour" by Horsfall, Petrou, and Champion. Of course, there's far more info out there than these two papers. Good luck.