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Found 4 results

  1. Penetration types Ricochet: Shells have up to a 60% base chance to ricochet at glancing angles. However, if the penetration exceeds twice the armor (including angle and tech), it will never ricochet. HE shells also never ricochet. Overpenetration: If the penetration is more than 60x the armor then the shell overpens, dealing 35% damage. There's an extra modifier to the overpeneration threshold for ship size but it appears to generally lie in the range of +/- 40% even for very large or small ships. Armor is always treated as being at least 1 mm for this calculation. Penetratio
  2. Base penetration values Base penetration values are defined using a precomputed table and linearly interpolated with respect to range. Here are plots (re-rendered using higher resolution and different linestyles than the first time): These do not include modifiers from gun Mark (between 0.935x to 1.33x; there's also a slight additional dependence on diameter but this is negligible), nor penetration modifiers from techs/components. But these affect all shells close to proportionally so it doesn't matter much. Vertical shell trajectory is computed separately using a diff
  3. Video: As before, most of the time it alternates between all turrets firing and only two firing; only sometimes does it fire full salvos in a row. I did a few turns to shake things up.
  4. With their potential to destroy your beautiful battleship in a single hit, eliminating the chance of flash fires and detonations is naturally of great interest to any UA:D ship designer. There are two ways to completely eliminate the chance of flash fires and detonations. Method 1: Thicc turret armor As long as the perpendicular effective thickness (i.e. including quality but not including angle) of a turret's armor is greater than the penetration of the shell (including angle), the flash fire/detonation roll will never happen at all. Just look at the penetration values for the guns
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