How damage and bullet penetration works

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  • pickled pizza

    #1

    How damage and bullet penetration works

    Hello there. New to posting here but I've read it a while, so I figured I'd make my first post informative and useful. I've been figuring out how damage is calculated and solid object penetration works, so I'll share what I know. It may help you do better and be a semi-tutorial for new modders that will at least give you a better understanding on how the game works. So let's begin:

    First, to start off this subject everything in the game has a "material" that defines its properties for various situations (Not the full definition but in the scope of this report it will do. Correct me if I'm wrong though.)

    I figure I'll start off with a few main points:
    Do bullets penetrate people?
    What, exactly, determines the ability of a bullet to penetrate objects?
    How much damage do bullets do after going through something?
    What's this stuff in the tweak files about solid and liquid penetration?


    Do bullets penetrate people?
    No. I find no reason to think that they do. My testing (detailed at the end of the post) shows no evidence of this. Solid penetration is for world objects. That's it. Not player objects (people) or player controlled objects (tanks, jeeps, etc.). But experience tells you to the contrary? Well, I think I can offer an explanation for the illusion that bullets go through people. Say that 4 guys come running down a small alley. You are at the end with a M249. You cut down the first guy. What happens? The game turns him into a ragdoll/non controllable object. Bullets go through these. After you shoot the guy he is still standing for a split second and the bullets you are firing off are now going through the ragdoll into the next guy. After the ragdoll falls down a few bullets might have already gone past it, so the next guy was taking damage even though you couldn't see him. You now should see how this could lead to the incorrect assumption of bullets going through people.

    What, exactly, determines the ability of a bullet to penetrate objects?
    I think this is solely dependant on the AllowSolid/LiquidPenetration variables. Tweak files might not be the final say in how the guns act, so this could explain why through experience people say certain guns can go through objects, but the two variables are missing in some of the .tweak files.

    How much damage do bullets do after going through something or hitting someone?
    Ahh, my favorite question that was the most fun to find the answer to. I told you a bit about "materials" at the beginning and now I will elaborate on what they do. There are calculations involved on how much damage a bullet will do. It's basically:
    Weapon Damage * (Attacker Material vs. Defender Material), where:
    Attacker Material is the attacker's projectile (such as small_arms, 50cal, 20mm_shell)
    Weapon damage is the attacker's weapon damage (25,30, 190, etc)
    Defender material is the properties of what's being hit (tank_rear_armor, metal_plating, body, body_kevlar, etc.)

    There's really a kind of chart: http://img436.imageshack.us/my.php?i...alchart0ve.jpg

    Please note that the game apparently defines limbs as legs past the knee and arms past the elbow. Kevlar/Body extends to the thighs and upper arms.

    So say you have the M95. You do 190 damage with Attacker Material "Bullet_50caliber". The person who gets hit has defender material "Human_body_kevlar". Just consult the chart so you get a value of .5, which is the modifier.

    Soldiers have 100 health so: 190 * (.5) = 95
    So someone with kevlar that just got shot now has 5 (2 bars) health remaining.

    You headshot someone with the pistol: 20 * (3) = 60 Victim now has 40 health.

    Someone gets headshot with a 50cal bullet through cockpit glass. Trickier, since now you have to consult the charts twice:
    (190 * .45) (the modifier for shooting through bulletproof glass) * 1.5 (modifier for headshot w/ 50cal) = 128.25, a killing shot.

    Same with everything else, the game just calculates it based on those values. So now you see how 50cal bullets ignore armor, because they have the same modifier vs. human_body_kevlar and human_body. This also works in location-specific damage, different mods for different zones (head,body,limbs). Simple, no?

    What's this stuff in the tweak files about solid and liquid penetration?
    Solid penetration is the final say if something will go through another object or not. You can have a 1, 3, or even 5x modifers for materials but it doesn't mean anything unless the projectile can go through other things. Liquid penetration I'm assuming is when someone is in water it determines if you can hit their legs that are underwater.

    So how did you figure all this stuff out anyways?
    Well, I changed some of the material and penetration settings and disabled the AI so I had a bunch of dummy soldiers that stood there for target practice. They all stood in a line, so that's how I tested if bullets go through people. I also changed the small_arms material so it'd do 1x mod vs. everything (I mean EVERYTHING, so you could blow up tanks with a pistol), and that's how I figured out how damage is dealt with the location-specific damage.

    Thanks for reading, hopefully you know how damage is handled and I didn't confuse you too much . Corrections are welcome.
  • pickled pizza

    #2
    How damage and bullet penetration works

    Hello there. New to posting here but I've read it a while, so I figured I'd make my first post informative and useful. I've been figuring out how damage is calculated and solid object penetration works, so I'll share what I know. It may help you do better and be a semi-tutorial for new modders that will at least give you a better understanding on how the game works. So let's begin:

    First, to start off this subject everything in the game has a "material" that defines its properties for various situations (Not the full definition but in the scope of this report it will do. Correct me if I'm wrong though.)

    I figure I'll start off with a few main points:
    Do bullets penetrate people?
    What, exactly, determines the ability of a bullet to penetrate objects?
    How much damage do bullets do after going through something?
    What's this stuff in the tweak files about solid and liquid penetration?


    Do bullets penetrate people?
    No. I find no reason to think that they do. My testing (detailed at the end of the post) shows no evidence of this. Solid penetration is for world objects. That's it. Not player objects (people) or player controlled objects (tanks, jeeps, etc.). But experience tells you to the contrary? Well, I think I can offer an explanation for the illusion that bullets go through people. Say that 4 guys come running down a small alley. You are at the end with a M249. You cut down the first guy. What happens? The game turns him into a ragdoll/non controllable object. Bullets go through these. After you shoot the guy he is still standing for a split second and the bullets you are firing off are now going through the ragdoll into the next guy. After the ragdoll falls down a few bullets might have already gone past it, so the next guy was taking damage even though you couldn't see him. You now should see how this could lead to the incorrect assumption of bullets going through people.

    What, exactly, determines the ability of a bullet to penetrate objects?
    I think this is solely dependant on the AllowSolid/LiquidPenetration variables. Tweak files might not be the final say in how the guns act, so this could explain why through experience people say certain guns can go through objects, but the two variables are missing in some of the .tweak files.

    How much damage do bullets do after going through something or hitting someone?
    Ahh, my favorite question that was the most fun to find the answer to. I told you a bit about "materials" at the beginning and now I will elaborate on what they do. There are calculations involved on how much damage a bullet will do. It's basically:
    Weapon Damage * (Attacker Material vs. Defender Material), where:
    Attacker Material is the attacker's projectile (such as small_arms, 50cal, 20mm_shell)
    Weapon damage is the attacker's weapon damage (25,30, 190, etc)
    Defender material is the properties of what's being hit (tank_rear_armor, metal_plating, body, body_kevlar, etc.)

    There's really a kind of chart: http://img436.imageshack.us/my.php?i...alchart0ve.jpg

    Please note that the game apparently defines limbs as legs past the knee and arms past the elbow. Kevlar/Body extends to the thighs and upper arms.

    So say you have the M95. You do 190 damage with Attacker Material "Bullet_50caliber". The person who gets hit has defender material "Human_body_kevlar". Just consult the chart so you get a value of .5, which is the modifier.

    Soldiers have 100 health so: 190 * (.5) = 95
    So someone with kevlar that just got shot now has 5 (2 bars) health remaining.

    You headshot someone with the pistol: 20 * (3) = 60 Victim now has 40 health.

    Someone gets headshot with a 50cal bullet through cockpit glass. Trickier, since now you have to consult the charts twice:
    (190 * .45) (the modifier for shooting through bulletproof glass) * 1.5 (modifier for headshot w/ 50cal) = 128.25, a killing shot.

    Same with everything else, the game just calculates it based on those values. So now you see how 50cal bullets ignore armor, because they have the same modifier vs. human_body_kevlar and human_body. This also works in location-specific damage, different mods for different zones (head,body,limbs). Simple, no?

    What's this stuff in the tweak files about solid and liquid penetration?
    Solid penetration is the final say if something will go through another object or not. You can have a 1, 3, or even 5x modifers for materials but it doesn't mean anything unless the projectile can go through other things. Liquid penetration I'm assuming is when someone is in water it determines if you can hit their legs that are underwater.

    So how did you figure all this stuff out anyways?
    Well, I changed some of the material and penetration settings and disabled the AI so I had a bunch of dummy soldiers that stood there for target practice. They all stood in a line, so that's how I tested if bullets go through people. I also changed the small_arms material so it'd do 1x mod vs. everything (I mean EVERYTHING, so you could blow up tanks with a pistol), and that's how I figured out how damage is dealt with the location-specific damage.

    Thanks for reading, hopefully you know how damage is handled and I didn't confuse you too much . Corrections are welcome.

    Comment

    • WolfAlmighty
      Artillery Magnet
      • Jan 2007
      • 2113

      #3
      Re: How damage and bullet penetration works

      Oh sure, make your own topic, smarty pants. :laugh:

      Thanks for the info, though. It is good to know. So, the reason that the .50cal does 190 damage yet only does 95 damage to someone wearing armour or not is because of that .5 modifier, correct? I always wondered how that worked! Oh, also, regarding location specific damage, how does that work, exactly? Is the modifier for a headshot 3x, and everything else is 1x, unless the soldier is wearing armour? Does it say how much damage is reduced by the body armour? And is it a static percentage for each type of bullet (except .50 cal of course) or is it a different percentage depending on the bullet?

      Thanks again for the info! I guess it makes sense that ragdolls don't count as objects that absorb your bullets.

      ~Wolfgang

      Comment

      • WolfAlmighty
        Artillery Magnet
        • Jan 2007
        • 2113

        #4
        Re: How damage and bullet penetration works

        Oh sure, make your own topic, smarty pants. :laugh:

        Thanks for the info, though. It is good to know. So, the reason that the .50cal does 190 damage yet only does 95 damage to someone wearing armour or not is because of that .5 modifier, correct? I always wondered how that worked! Oh, also, regarding location specific damage, how does that work, exactly? Is the modifier for a headshot 3x, and everything else is 1x, unless the soldier is wearing armour? Does it say how much damage is reduced by the body armour? And is it a static percentage for each type of bullet (except .50 cal of course) or is it a different percentage depending on the bullet?

        Thanks again for the info! I guess it makes sense that ragdolls don't count as objects that absorb your bullets.

        ~Wolfgang

        Comment

        • ApfelTizer

          #5
          Re: How damage and bullet penetration works

          Wow - ty for the info. Its a lil too mathmatical but i got the gist . Nice first post

          Comment

          • ApfelTizer

            #6
            Re: How damage and bullet penetration works

            Wow - ty for the info. Its a lil too mathmatical but i got the gist . Nice first post

            Comment

            • pickled pizza

              #7
              Re: How damage and bullet penetration works

              Originally posted by Wolfgang Abenteuer
              So, the reason that the .50cal does 190 damage yet only does 95 damage to someone wearing armour or not is because of that .5 modifier, correct? I always wondered how that worked! Oh, also, regarding location specific damage, how does that work, exactly? Is the modifier for a headshot 3x, and everything else is 1x, unless the soldier is wearing armour? Does it say how much damage is reduced by the body armour? And is it a static percentage for each type of bullet (except .50 cal of course) or is it a different percentage depending on the bullet?
              Yeah, the 50cal ignores armor because it has the same .5 modifier against kevlar and unarmored bodies. Other small arms have a .66 mod vs. kevlar but a 1 mod vs. unarmored bodies.

              Location specific damage modifiers work like this (note small_arms is every soldier-used hand weapon except for the M95, shotguns, AT missles and explosives):
              Head: 1.5 for 50cal, 3 for small_arms, 3 for minigun (blackhawk), 3 for shotguns
              Kevlar body: .66 for small_arms, .5 for 50cal, .5 for miniguns, .52 for shotguns
              Body: 1 for small_arms, .5 for 50cal, 1 for miniguns, 1 for shotguns
              Limbs*: .7 for small_arms, .325 for 50cal, .5 for miniguns, .7 for shotguns

              *The game apparently defines limbs as legs past the knee and arms past the elbow. Kevlar/Body extends to the thighs and upper arms.

              So you see if you took the AK47 with damage 38 and shot someone in a kevlar chest you would do 25.08 damage (38 * .66). Shoot someone in the head once and you would do 114 damage (38 * 3).

              L85 which has damage 32:
              Head: 32 * 3 = 96
              Kevlar: 32 * .66 = 21.12
              Normal: 32 * 1 = 32
              Limbs: 32 * .7 = 22.4

              Stab someone with the knife? 30 damage with a 5x modifier across the board vs people so (30 * 5) = 150.

              We can apply this to shotguns, but it gets a little trickier. Assuming the remington, 8 pellets at 30 damage each. 2 pellets need to hit the head to kill, and 6 pellets need to hit a kevlar body to kill.

              Jackhammer does 15 damage w/ 8 pellets, so 3 pellets to head kills, 7 pellets kill an unarmored body and 10 pellets to kill kevlar body.

              There are 4 types of bullets you would shoot on foot in an average game, small_arms, 50cal, minigun and shotgun. All these have one modifier for each material. An AK47 bullet is the same as a L85 bullet is the same as a PKM bullet.

              All in all, this is a much easier way to quickly see how much damage something will do rather than testing it in the game. Maybe someday I'll get around to making a big chart with weapon damage values for everything.

              Comment

              • pickled pizza

                #8
                Re: How damage and bullet penetration works

                Originally posted by Wolfgang Abenteuer
                So, the reason that the .50cal does 190 damage yet only does 95 damage to someone wearing armour or not is because of that .5 modifier, correct? I always wondered how that worked! Oh, also, regarding location specific damage, how does that work, exactly? Is the modifier for a headshot 3x, and everything else is 1x, unless the soldier is wearing armour? Does it say how much damage is reduced by the body armour? And is it a static percentage for each type of bullet (except .50 cal of course) or is it a different percentage depending on the bullet?
                Yeah, the 50cal ignores armor because it has the same .5 modifier against kevlar and unarmored bodies. Other small arms have a .66 mod vs. kevlar but a 1 mod vs. unarmored bodies.

                Location specific damage modifiers work like this (note small_arms is every soldier-used hand weapon except for the M95, shotguns, AT missles and explosives):
                Head: 1.5 for 50cal, 3 for small_arms, 3 for minigun (blackhawk), 3 for shotguns
                Kevlar body: .66 for small_arms, .5 for 50cal, .5 for miniguns, .52 for shotguns
                Body: 1 for small_arms, .5 for 50cal, 1 for miniguns, 1 for shotguns
                Limbs*: .7 for small_arms, .325 for 50cal, .5 for miniguns, .7 for shotguns

                *The game apparently defines limbs as legs past the knee and arms past the elbow. Kevlar/Body extends to the thighs and upper arms.

                So you see if you took the AK47 with damage 38 and shot someone in a kevlar chest you would do 25.08 damage (38 * .66). Shoot someone in the head once and you would do 114 damage (38 * 3).

                L85 which has damage 32:
                Head: 32 * 3 = 96
                Kevlar: 32 * .66 = 21.12
                Normal: 32 * 1 = 32
                Limbs: 32 * .7 = 22.4

                Stab someone with the knife? 30 damage with a 5x modifier across the board vs people so (30 * 5) = 150.

                We can apply this to shotguns, but it gets a little trickier. Assuming the remington, 8 pellets at 30 damage each. 2 pellets need to hit the head to kill, and 6 pellets need to hit a kevlar body to kill.

                Jackhammer does 15 damage w/ 8 pellets, so 3 pellets to head kills, 7 pellets kill an unarmored body and 10 pellets to kill kevlar body.

                There are 4 types of bullets you would shoot on foot in an average game, small_arms, 50cal, minigun and shotgun. All these have one modifier for each material. An AK47 bullet is the same as a L85 bullet is the same as a PKM bullet.

                All in all, this is a much easier way to quickly see how much damage something will do rather than testing it in the game. Maybe someday I'll get around to making a big chart with weapon damage values for everything.

                Comment

                • WolfAlmighty
                  Artillery Magnet
                  • Jan 2007
                  • 2113

                  #9
                  Re: How damage and bullet penetration works

                  Awesome! Thanks again!

                  Hey, something I noticed in the .tweak files for the shotguns and the pistols were a minimum damage (which all weapons have, most of which are .2 and the M16 is 1), and a range. Like, the MK3A1 for example, has a minimum damage of 8 and a maximum damage of 15, and it also lists a distance of 40 feet and 100 feet. Does that mean that at 1-39 feet (or I guess 'metres' in BF2) one pellet would do 15, then between 40 and 100 feet the damage slowly declines until it reaches 100 feet where one pellet would only do 8? Is that correct that pistols and shotguns actually do less damage at longer ranges even when you hit? I didn't notice any distances listed for any other weapons so I'm guessing this is a special case type thing?

                  ~Wolfgang

                  Comment

                  • WolfAlmighty
                    Artillery Magnet
                    • Jan 2007
                    • 2113

                    #10
                    Re: How damage and bullet penetration works

                    Awesome! Thanks again!

                    Hey, something I noticed in the .tweak files for the shotguns and the pistols were a minimum damage (which all weapons have, most of which are .2 and the M16 is 1), and a range. Like, the MK3A1 for example, has a minimum damage of 8 and a maximum damage of 15, and it also lists a distance of 40 feet and 100 feet. Does that mean that at 1-39 feet (or I guess 'metres' in BF2) one pellet would do 15, then between 40 and 100 feet the damage slowly declines until it reaches 100 feet where one pellet would only do 8? Is that correct that pistols and shotguns actually do less damage at longer ranges even when you hit? I didn't notice any distances listed for any other weapons so I'm guessing this is a special case type thing?

                    ~Wolfgang

                    Comment

                    • Real_2St0n3d

                      #11
                      Re: How damage and bullet penetration works

                      nice informative post, I do have one thing though

                      I once fired 1 shotgun shell which proceeded to penetrate 2 enemy skulls.

                      They where lined up perfectly I guess, I'm 100% positive I took 'em both in one shot, it was the first shot I fired at those guys and I didn't shoot twice, this was with the pump action shotgun, so I believe bullets do penetrate, though I can't prove it, never figured out how to make an 'action screenshot'

                      *edit* could be the pump action is one of those weapons you mentioned which are able to, offcourse

                      Comment

                      • Real_2St0n3d

                        #12
                        Re: How damage and bullet penetration works

                        nice informative post, I do have one thing though

                        I once fired 1 shotgun shell which proceeded to penetrate 2 enemy skulls.

                        They where lined up perfectly I guess, I'm 100% positive I took 'em both in one shot, it was the first shot I fired at those guys and I didn't shoot twice, this was with the pump action shotgun, so I believe bullets do penetrate, though I can't prove it, never figured out how to make an 'action screenshot'

                        *edit* could be the pump action is one of those weapons you mentioned which are able to, offcourse

                        Comment

                        • Sllutmonkey69

                          #13
                          Re: How damage and bullet penetration works

                          What objects to bullets penitrate? For example bullets do penitrate link wire fences but to all the bullets penitrate? And do they all do max damnage or less damnage or some hit the links and some dont? I am sure that on karkand the thin metal sheet fences near where us meets MEC can be penitrated with the gun on top of the tank .. or the tank guns themselves but it didn't seem like all bullets were coming through.

                          Comment

                          • Sllutmonkey69

                            #14
                            Re: How damage and bullet penetration works

                            What objects to bullets penitrate? For example bullets do penitrate link wire fences but to all the bullets penitrate? And do they all do max damnage or less damnage or some hit the links and some dont? I am sure that on karkand the thin metal sheet fences near where us meets MEC can be penitrated with the gun on top of the tank .. or the tank guns themselves but it didn't seem like all bullets were coming through.

                            Comment

                            • WolfAlmighty
                              Artillery Magnet
                              • Jan 2007
                              • 2113

                              #15
                              Re: How damage and bullet penetration works

                              Originally posted by Real_2St0n3d
                              nice informative post, I do have one thing though

                              I once fired 1 shotgun shell which proceeded to penetrate 2 enemy skulls.

                              They where lined up perfectly I guess, I'm 100% positive I took 'em both in one shot, it was the first shot I fired at those guys and I didn't shoot twice, this was with the pump action shotgun, so I believe bullets do penetrate, though I can't prove it, never figured out how to make an 'action screenshot'

                              *edit* could be the pump action is one of those weapons you mentioned which are able to, offcourse
                              According to the .tweak files, the following weapons have the solid and liquid penetration values set to 1:

                              PKM
                              RPK-74
                              Type-95
                              M95
                              Type-88
                              M24
                              SVD
                              G3
                              MP5
                              PP-19

                              Yes, even two of the SMGs, but none of the shotguns. Yet the only AR that has it is the G3. I believe every gun can shoot through the linked fences, but I don't know about the aluminum fences.

                              As for your shotgun example, since shotguns shoot out 8 pellets per shot it's possible that the first few pellets killed the first guy and the rest continued on through the ragdoll like pickled pizza mentioned and killed the second guy. With a pump shotty it would only take one pellet to the face and another pellet anywhere else on the body to kill someone, which leaves 6 more pellets for the next guy. But then again if the game counts all 8 pellets hitting at the same time then they should all have been absorbed by the first body.

                              But yeah, I know what you mean with the one-shot two-kills thing. This topic originated from something I posted on the GameFAQs forums about me getting two kills with one bullet from the G3 on a couple of occasions, and then I noticed the two penetration values set to 1 in the .tweak files and saw that no other AR had those values set so I figured this might be why. Turns out I was wrong and those two kills with one bullet must have been a fluke, but I still wondered what those values meant.

                              ~Wolfgang

                              Comment

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