Brick Rigs

Brick Rigs

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"E83" Fair Play Standards
由 )Humanoid(™ 和其他 4 人合作完成
Fundamentals made for balancing public servers and workshop vehicles
Contains a huge analysis of already existing public and local creations and has been designed to be flexible and easily adaptable


   
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Air Vehicles
Basic Requirements:
  • G-Limiter
  • Realistic Thrust-To-Weight ratio (TWR)
  • Realistic max speed
  • 1:1 scale if replica
  • Fictional aircraft must be realistically/reasonable scaled
    (Close to the references or similar plane)
  • Aircraft should not be HE-proof and must receive fair damage if hit by a missile
    (Same for kinetic damage)
  • Common sense

12G overload is deadly! Please do not make your plane pull more than 12G
G overloads conversion: 1G = 9.8 ms^2

1.3+ TWR is also considered as overpowered
To calculate TWR delete all payload and use formula:
F/9.8M
M - mass of your empty plane
F - sum thrust force


You can use real aircraft stats or this table as a reference (for modern planes)
(These are not strict limits, but rather average values):

Aircraft Type
Expected G-s
Expected TWR
Expected Max Speed (m/s)
Fighter
7-10
0.7 - 1.2
300 - 600
Attacker
4-8
0.6 - 1
150 - 300
Bomber
3-6
0.4 - 0.8
150 - 300


Helicopter/VTOL/UFO?
Basically same requirements but less restrictions (still common sense is required!)


Weaponary

Ordnance stats (from stat calculator(Kora)):
TNT (Kg)
C4 liters
25
500
50
800
100
1000
200
2000
300
2500
400
3000
500
3500
1000
5000
1500
6500
2000
8000

Its okay to change these values by +/-15% if needed.
Ground Vehicles
Basic Requirements:
  • Realistic max speed
  • Realistic acceleration
    (Power-To-Weight ratio (PWR))
  • Realistic turning speed
  • 1:1 scale if replica
  • Fictional vehicle must be reasonable scaled
    (Not being a coffin with wheels and ATGM on it)
  • The vehicle must be destroyable
  • Common sense


Balance between Armor/Weaponary/Mobility

Always remember: there is no fancy magical tech in real world, so increasing one parameter will decrease other, follow this logic just like in real life

For example:
Increased mobility requires more space for engine => less armor or bigger hull
Increased armor decreases mobility and space => bigger proportions
Increased weaponary requires more space => less armor or bigger proportions

Think about the logic behind your vehicle, no vehicle is perfect (for reasons)
Find a compromise for your characteristics, dont make your tank strong just because you can

You can use real stats or this table as a reference (for modern combat vehicles)
(not strict limits, just average values):

Vehicle Type
Expected armor
Expected PWR
Expected Max Speed (km/h)
Expected firepower
Expected mass (t)
MBT
Good
15-25
50 - 70
Good
40-60
IFV
Balanced
15 - 30
50 - 90
Balanced
15-30
APC
Weak
15 - 30
50 - 110
Weak
5-20
MGS
Weak
15 - 25
50 - 100
Balanced
10-20
AGS
Balanced
15 - 30
50 - 90
Balanced
10-30


Armor

Any kind of vehicle must be destroyable from side projection
(Using tank cannon)

High ATGM survivability is acceptable, as long as the vehicle remains balanced in other aspects

Light vehicles must be destroyable from AC
(At least side projection)


Mobility

This part requires sort of engine control system and imagination, since the engines in this game work differently than in real life :3

The more armor/weaponary you have => the heavier your vehicle is
The heavier your vehicle is => the lower your max speed is
More PWR => more acceleration

To calculate PWR:
W/M
W - Hypothetical power of the engine in horse powers
M - Hypothetical mass of the vehicle (not the actual in-game mass)


Weaponary

cannon stack for kinetic rounds (from stat calculator(Kora)):
Penetration
100mm
105mm
120mm
152mm
300mm
12
12
14
18
350mm
13
13
15
19
400mm
13
14
16
20
450mm
14
14
16
21
500mm
14
15
17
22
550mm
14
15
17
22
600mm
15
16
18
23
650mm
15
16
18
23
700mm
16
16
19
24


cannon stack for HE rounds (from stat calculator(Kora)):
Explosive Mass (TNT)
100mm
105mm
120mm
152mm
1kg
2
2
3
4
2kg
3
4
4
6
3kg
5
5
6
8
4kg
6
6
7
9
5kg
6
7
8
10
6kg
7
8
9
12
7kg
8
8
10
13
8kg
9
9
11
14
10kg
10
11
12
16
If you want to make a HEAT projectile you can combine AP and HE multiplied by 0.6


SMG stack for autocannons (from stat calculator(Kora)):
Gun Caliber
AP Belt
APDS Belt
APFSDS Belt
5,56mm
3
5
4 (what)
7,62mm
5
6
6 (lol)
12,7mm
7
10
11
14,5mm
8
12
13
20mm
11
16
20
25mm
13
19
26
30mm
16
23
32
35mm
18
26
39
40mm
20
30
46
You can convert SMG to HMG by dividing the number by 7 and floor it
(From GRRV)


Ordnance stats (from stat calculator(Kora)):
Explosive Mass (TNT)
HE Warhead
HEAT Warhead
1kg
80
180
2kg
130
210
3kg
160
230
4kg
190
250
5kg
220
270
6kg
240
290
7kg
270
310
8kg
290
330
10kg
330
360
Its okay to change these values by +/-15% if needed.
Stat Calculator
For all the calculations related to weaponary (ground and air) you can use this fancy calculator called "Kora":




All the formulas are based on the popular and relevant workshop vehicles
The goal was to find a compromise between penetration and damage
All standarts could also be used for WW2 vehicles

Download:
https://drive.google.com/file/d/14Y9Mq4dJfUlSXDhNlQMMN2-k8-4ER5h7/view?usp=sharing

It may be identified as a virus, its not, im just too silly to fix it!



You can put this gif in the vehicle description for promotion:
[url=https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3591014375][img]https://i.postimg.cc/hjk9J974/ee83lg.gif[/img][/url]


23 条留言
erasemint 6 小时以前 
In the ground vehicle section with the characteristic balance table, I think there should be a more solid definition for the words under Expected Armor and Expected Firepower. For example, Balanced for firepower could mean 2-4 AP worth of pen. I know they may be vague on purpose, but I'd say there should be a baseline example.

In the same aforementioned section, there should be solid explanation in the armor section about making armor weaker on the sides or also the front.
You could say: Make sides weaker by decreasing armor thickness (or also spam), and to make it weak enough to be penetrated by 2 AP (whatever low # AP).
I suggest against making it just 'Using tank cannon' because then people may make their sides be barely penned by tank cannons, not caring about angles. People who don't think of making sides weaker, may not know much about tanks in the first place.
erasemint 7 小时以前 
For the sections that mention g-limiter and engine controller, I suggest linking examples
ChockkyTheDragoness 13 小时以前 
uhh by *not having this standard be 1.7-3x more powerful than the current popular standard* and perhaps actually having armor pen be related to it's real value by a function that makes sense and not a logarithmic function
)Humanoid(™  [作者] 13 小时以前 
Okay, even though I don't quite agree with you, i guess your opinion makes sense but I'm a little tired of debating, so do you have any suggestions? (I dont guarantee that the balance will change, but rather id like to hear the opposite opinion and maybe some ideas, cuz it still makes sense)
ChockkyTheDragoness 14 小时以前 
> according to my own tests and the game machanic its still an important factor (the damage spreades for all the connected bricks, makes sense for lighter vehicles) If youre talking about comparison between 105mm and 125mm the difference is actually not that large (the big gap with 700mm happens because this value meant to be kind of possible limit for 105mm cannons) if you compare these values using 500mm it will not be that critical
Never in all of the time I have played has that been a bigger factor than being able to actually penetrate the bricks, and when it has it is because that area just has additional armor because it's composite messiness
)Humanoid(™  [作者] 14 小时以前 
oh okay
)Humanoid(™  [作者] 14 小时以前 
i'm not quite sure where are these values was taken from, could you give me the source please (im a bit confused rn)
ChockkyTheDragoness 14 小时以前 
nvm i misread stuff
ChockkyTheDragoness 14 小时以前 
What's the point in compairing the 500mm of pen when half century old 105mm rounds have 950...
)Humanoid(™  [作者] 14 小时以前 
As i can remember the formula using logarithmic growth, in the middile all the values are closer to each other, but higher caliber can push limits higher talking about high pen