Revisit- Armor should have a minimum threshold for damage

Wilhelm shared this feedback 40 days ago
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This got archives some time ago, I'd like to get it back into the discussion.

https://support.keenswh.com/spaceengineers2/pc/topic/45859-armor-should-have-a-minimum-threshold-for-damage

Cliffs notes summary is that armor should have damage thresholds, below which certain classifications of weapons simply won't damage them. Example, you can shoot at a real life tank armor with a 9mm pistol all day and best you're going to do is scratch the paint. No appreciable damage.

This could be summarized like this:

  1. Anti-personnel weapons (small arms, guns, SE1-style interior turrets) damage soft targets (i.e. space engineers) and un-armored components of grids. This would mean that precise targeting would be required to hit the un-armored parts of a ship if all you have is one of these. These might do greatly reduced damage to light armor and zero damage to heavy armor.
  2. Light anti-ship weapons (Gatling turrets, handheld rocket launchers and similar) Full damage against light armor, reduced damage to heavy armor and extra damage to soft targets.
  3. Heavy anti-ship weapons (big guns). Full damage against everything, and extra damage against light and no armor, but these are (in SE1) currently too accurate. These should have reduced accuracy against smaller targets (I've actually had my space buddy picked off by heavy artillery while flying too close to an enemy grid)

The point being that each gun classification has its own strengths and weaknesses. Your heavy artillery shouldn't even bother to fire at soft targets and even if it does, it should be incredibly unlikely to hit anything small and fast. Your ship build would want anti personnel turrets for soft targets, light anti-grid weapons for smaller craft and heavy ones for big grid to grid combat.

This would also reward different types of ammo for different guns. AP ammo, High explosive, sabot, etc each with different characteristics. Is your explosive ammo contact or delayed fuse (to allow it to penetrate some armor prior to exploding around soft targets), etc. Straight high explosive ammo is less effective against heavy armor because it's exploding outside the armor for example.

Replies (6)

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At the core, this essentially means that not all weapons should be able to damage all armor blocks. There should be some types of armor that you need heavier weapons to even scratch, but what that does is provide opportunities for more precise targeting. A tank (literally) you aren't going to hurt the main armor with lighter weapons, but you can still try to hit more vulnerable or more lightly armored areas.

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In SE1, you can tell your turret (or overall AI) to target specific things, like weapons or power. This could be enhanced with concepts like 'is the power subsystem behind heavy armor', lighter weapons might not even target (let's talk about whether scanning other ships should even be able to find said components through certain armors at all or do they provide signal shielding of some sort) those power components if they're behind heavy enough armor and you could setup the turret config to 'target unarmored components first' or somesuch.

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The simplest way to define minimum damage could be based on a armor block’s durability/resistance/number of hit points. A portion of the armor block’s hit points would be concentrated in the block’s shell/surface (1/4? 1/6?). This would simulate a situation where the outer layers are made of thicker material than the block’s internal structure. Blocks are predominantly “cubic” in shape, so each side of the cube would have 1/24? or 1/36? (1/6 of 1/4 or of 1/6) of the block’s total durability.

The minimum energy required to damage a block could then be defined as the energy needed to overcome the material’s resistance at the block’s surface.

As a result, large blocks would have significantly greater resistance to damage than small blocks, and a structure built from large blocks would be more durable than one built from small blocks.


For this to work in a “reasonable” way, it is necessary to define the energy of the impacting projectiles and the resistance of the armored blocks in the same “units”—most simply, in kilojoules.


If the "largest" armor block is a cube measuring 2.5 × 2.5 × 2.5 m and the "smallest" armor block is a cube measuring 0.5 × 0.5 × 0.5 m, then the largest block has a total resistance 125 times greater than that of the smallest block (the large block has a volume equal to 125 small blocks).

The surface plates of the small blocks have a total area of 125 × 6 × 0.5 × 0.5 = 187.5 m². However, the surface plates of the large block have a total area of 6 × 2.5 × 2.5 = 37.5 m².

Therefore, the large block will have a minimum energy required to cause damage that is at least 5 times higher.


Translated with DeepL.com (free version)

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The concept makes sense, but I'm not convinced about the threshold of large vs. small armor block. The large block has 30 times the material cost and 25 times the surface, so the big one would have only a slightly thicker skin. Or perhaps equal, if we say there is five metal plates worth of internal truss. So the dmage threshold would abe approximately the same, but the large block would still have more HP.

This said, I think we should also have some middle ground between light and heavy armor. Call it medium armor.

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There is misconception amongst the community how SE armor works... Bigger is not better.

Space Engineers armor blocks are effectively hollow truss structures with an outer skin rather than solid steel. That means increasing the block size doesn't make the exterior shell proportionally thicker. A single 2.5 m armor cube isn't equivalent to stacking five 0.5 m cubes in terms of penetration depth; it simply encloses a larger hollow volume.

Looking at the numbers:

  • Small-grid light armor cube (0.5 m): 1 Steel Plate 33.1 kg 52.96 integrity
  • Large-grid light armor cube (2.5 m): 30 Steel Plates 1048.55 kg 1677.68 integrity

Since a large-grid block has 25× the volume (2.5³ / 0.5³ = 125, but also 5× the linear dimension; in-game these are different grids, not scaled versions), the important comparison is the construction cost.

A 2.5 m cube has six faces. If all 30 plates were distributed equally among those faces:

  • 30 plates ÷ 6 faces = 5 steel plates per face

That means each exterior face represents roughly five plates' worth of material. However, this does not mean there are five full steel plates stacked through the thickness of the wall. Those plates also account for edges, corners, and the internal frame, and the game's integrity values are abstract rather than a literal plate-by-plate physical model.

The practical consequence is:

  • Three layers of 1×1 armor blocks force a projectile to penetrate three separate outer shells and cross two internal air gaps.
  • One 3×3 (large-grid) armor block presents one outer shell enclosing a hollow interior.

So if you're discussing penetration mechanics rather than total hit points, multiple layers of armor blocks are generally much more effective than one thick-looking block because the projectile must repeatedly defeat separate armor skins.

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Agreed (see the other thread on explosives to anyone else and confused)

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If we really want to dive into it, assuming no sloped armor adjustments, there are existing equations that are used to determine this exact point, called the Alekseevskii-Tate (or sometimes the Tate-Alekseevskii) model.

What we're talking about is basically the yield strength barrier. which is the threshold where the physical behavior of an impact shifts from standard mechanical crushing to high-energy ballistic penetration.

<nerd>


If an incoming projectile cannot generate enough localized pressure to overcome the armor material's dynamic yield strength, it enters a state of absolute defeat. Instead of gouging, cracking, or piercing the vehicle, the projectile absorbs 100% of the kinetic energy internally and destroys itself, leaving nothing but a smudge of lead or copper on the vehicle's surface.


When a small weapon hits this structural barrier, the laws of action and reaction dictate what happens next. Because the tank armor refuses to yield or move, the kinetic energy has nowhere to go but backwards into the bullet. The energy of the impact travels into the armor, hits the unyielding atomic structure, and bounces back into the bullet as a massive tensile shockwave. The softer jacket and core of the small-arms bullet immediately exceed their own yield strength. Then the bullet flattens into a pancake (mushrooms) or shatters into tiny fragments. This instantly widens the impact area, dropping the pressure even further and guaranteeing zero damage to the armor.

In this context, real armor already has these calculations performed to determine what the minimum thresholds are. In SE, we're talking about 2.5 meters of 'heavy armor', comparatively equals ~98 inches of armor, which is half again the thickest front facing modern tank armor currently. Those front facings are generally impenetrable to anti tank weapons already and it is generally considered to need to find other, vulnerable facings to damage the vehicle.


The core point being that the current methods for determining the zero damage threshold for things like tank armor still apply here and simplified logic could be used to determine those ranges for the different weapons.

Similarly, explosive damage has its own calculations vs. armor (non shaped charge). To calculate the point at which a non-shaped charge explosive (such as a High-Explosive Plastic/Squash Head round or a general blast wave) fails to damage vehicle armor, you calculate the spallation threshold and structural deformation limits rather than penetration. When an explosive detonates on armor, it sends a high-amplitude compressive shockwave through the plate that reflects off the inner wall as a tensile wave. If the net tensile stress does not exceed the material's dynamic tensile spall strength, no damage occurs inside the vehicle.


An explosive charge achieves absolute zero damage against vehicle armor when the scaled distance is high enough that peak pressure cannot initiate plastic flow on the outer surface. The internal reflected wave pressure needs to remain lower than the material's spall strength and the total blast impulse cannot exceed the critical structural threshold required to buckle or flex the hull plates.


</nerd>

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The Alekseevskii-Tate model is applied to high-velocity penetration (for impact velocities greater than approximately 1200 m/s). In practice, this includes APFSDS rounds, shaped-charge projectiles, and explosive-formed projectiles—as well as the impacts of micrometeorites and space debris on space objects; and, on a theoretical level (or specifically in the game), the impacts of meteorites on the surface and space stations on celestial bodies without an atmosphere.

It is sometimes also referred to as “hydrodynamic penetration.”

Simply put: in this model, the target and projectile are treated as fluids with high density and high viscosity.

The model becomes meaningful only at impact velocities corresponding to approximately 20–25% of the speed of sound in steel and higher (for a steel target and a steel penetrator; the speed of sound in various steels is 5,000–5,900 m/s).


One of the problems (in the game) is that APFSDS projectiles are unusable in a vacuum — these projectiles are aerodynamically stabilized, and due to the high diameter-to-length ratio of the penetrator, they cannot be stabilized by spin; spin can only stabilize projectiles with a diameter-to-length ratio of roughly 1:6 (or less).

These phenomena would also have a serious impact on the stabilization of projectiles fired from railguns and electromagnetic cannons. They would also affect unguided missiles, which in reality are very often stabilized aerodynamically—using fins.

------------------------

The transmission of a pressure wave (more precisely, a pressure and tension wave) can only occur in a sufficiently homogeneous medium—which armor blocks clearly are not (as evidenced by their density, which is significantly lower than the density of steel). Therefore, there will be no significant difference in the effect on an armor block between a HESH round and a “semi-armor-piercing explosive round” or an explosive round.

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Sem, I'm not sure if you're agreeing or disagreeing ;)

Main point is that in actual armor design, there are equations for determining the 'zero damage point' in the design, meaning that 'armor' should have a threshold below which zero damage is dealt.

One peculiarity of the way SE(1&2) works is that each block of 'armor' seems to be counted on its own merit, vs cumulative strength. if three heavy armor blocks are put together, that three deep combined block would have greater resistance to certain types of damage (such as explosion) than one block on its own. However in the SE(1&2) armor logic, the explosion would be applied to the outer block only, destroying it before moving on to the next block underneath. i.e. is it three 2.5m blocks of heavy armor, or should it be treated as one 7.5m block of armor, which would have different (sometimes minor, but different) characteristics depending on what's trying to slam into it.

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theres probably a way to incorporate the safe speed physics into the way damage from weapons is applied.


engineers should still be taking some UMPH dmg when crashing into something at 70km/h like getting shot at with frozen paintballs, it hurts and it wears you down if you get shot enough times.

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Yeah, I like the idea of (as a workaround) using safe speed physics already in place to caculate whether a block is affected by a projectile or far enough away from an explosion to not be affected

It likely is easiest to just say something like 'all weapons damage unarmored components normally', light armor is completely effective against small handheld weapons (the pistol and rifle), heavy armor is completely effective against light vehicle weapons and handheld weapons. Explosions (such as missiles) have their own physics (I've rambled enough about that) vs armor thickness and is treated differently.

Once it's determined that the weapon can damage it, then some logic as to how it damages it (hearkening back to the great 1 large armor block vs 125 smaller armor blocks discussion)

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I completely support the idea and agree, but I feel it will be difficult to do well given the new grid system. Even without accounting for damage thresholds, take a large block and break it up into small blocks for the purpose of greeble or decoration (even just to put a tiny pinstripe on it) and there is a big difference in how the ship gets damaged. A rifle could should through the small blocks in no time and damage underlying components, if it was the single large block I'd be shooting at it a looooong time before I get through. Having to compute the density of each neighboring block for each bullet strike would be ridiculously expensive. So this idea would work well in SE1, but... not so much in SE2.

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Simplify to block type. Size is irrelevant.

  • Drills and landing gear are more resistant to impact with terrain
  • unarmored blocks have no damage resistance
  • Light armor blocks have some resistance to damage
  • Heavy armor blocks have more

Simply reduce the incoming damage by the resistance % each time it's applied to a block.

For destruction and detail block reasons, you could even have all armor blocks "chip off" in 0.5m chunks as if it was made of that sized blocks. That eliminates the block size issues.

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This is sort of what its there in SE1 and (I think) what's there in 2. Doing a straight 'reduce the damage by %' still means that a small handheld (say a pistol) could eventually shoot through 40 inches of hardened heavy tank armor given enough time and ammo. The core point in the above feedback was that sure reduce %, but also certain types of weapons just can't do any damage to certain types of armor.

It's like the SE1 interior turret whittling down a battleship if given time. It's just kind of dumb.

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Hmmm... not bad...

-It would be nice if people weren't just festooning a large-grid-sized ship with fixed gats such that tracking tens of thousands of projectiles every second lagged the game, this would help naturally discourage doing so.

-Having AP and Explosive ammo would be interesting, but there'd need to be a way to tell each gun which to use in the event one could fire multiple, as pulling at random would be too much of a point of irritation for players, and having to manually manage what was in each magazine would be a huge pain.

-Sabot'd ammo overlaps too much with AP in its function, and IRL doesn't work in space. If you want more than AP (standard SE penetrating) and EX (aoe, either detonates on surface-impact ), I might suggest Incendiary (not a damage over time, that would be asking for too much lag when people weapon-spam against huge targets... perhaps higher damage against softer targets, reduced damage against harder targets).

-Large weapon accuracy is fine, if you are getting wrecked in small ships by big guns then odds are you aren't evading. Large turrets shouldn't track well, but there's no reason they shouldn't hit a target that doesn't try to avoid getting hit.

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i feel like sorter conveyors could easily handle which weapons are fed which amunition.

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They could, but that would be a lot of extra blocks to deal with in a way that messes with a lot of builds when it could just be a drop-down or a check-box in the weapon itself.

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There are several ways to create a mix of different types of ammunition for a weapon.

One way is to load different types of rounds into the ammunition belt. For example, two armor-piercing rounds and one high-explosive round against "lightly armored" ground targets. Or, for example, one armor-piercing incendiary round with a tracer, one armor-piercing high-explosive round, and one high-explosive round—or two high-explosive rounds and one armor-piercing high-explosive round against air targets (an armor-piercing high-explosive round has less armor-penetrating capability than an armor-piercing incendiary round). This sequence of rounds is repeated throughout the entire ammunition belt or magazine. The advantage is that the weapon fires at full rate of fire; the disadvantage is that not all rounds are equally effective against every given target, and once the weapon is loaded, the sequence of rounds cannot be changed. This method is suitable for weapons up to 30 mm caliber with a high rate of fire.


Another method involves the weapon having two ammunition feeding systems; during firing, rounds are fed from either the first or the second system, or the weapon automatically switches between the first and second feeding systems (with each system potentially containing a mix of different types of ammunition). The advantage is a better selection of ammunition for a given target; the disadvantage is that frequent switching between feeding systems reduces the rate of fire by one-third to one-half (the weapon does not fire at full rate). This method is suitable for weapons ranging from 30 mm to 60 mm in caliber.

For heavier weapons (over approximately 60 mm), individual rounds fed from several mechanized magazines are typically used. The feeding system is essentially “two-stage”—there are two to four magazines (usually rotary) containing various types of ammunition located directly next to the weapon, and during firing, the magazines are reloaded according to a predetermined pattern and combat requirements. One of the magazines next to the weapon may also contain “rarely used” types of ammunition, which then do not interfere with the reloading of standard ammunition and are fed into the weapon from a standby supply. For example, a “grapeshot round” against guided missiles at close range or an enemy landing party on the deck of a ship.

Autoloading tanks (caliber 100 mm and above) have a magazine that holds a certain number of rounds of various types. The different types of rounds are arranged in the magazine so that they are intermixed according to a specific pattern, rather than grouped by type. The reason for this is to ensure that the required type of round reaches the loading mechanism via the shortest possible path and in the shortest possible time.

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@Semtex

My concern was about controlling how the ammo is selected such that the inventory system isn't just randomly loading different types of ammo as it sees fit, but the option to cycle through different types of shot in a predetermined sequence would be cool.

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Well, wouldn't the logical thing then be that each gun only takes one type of ammo? eg it only pulls the ammo it can use. If say there was two different kinds of ammo that fits one gun, the player has to manually switch it or set a toggle to "use any available ammo starting with ___"


Presumably, there could be missions, or future multiplayer PVP where players just don't leave any weaknesses in their ship, and just armor over everything except the guns. As it is, in missions to destroy enemy ships, it's often just faster to board the ship, use the grinder on the doors and take out the reactor, because the grinder is pretty fast and consumes nothing to use that way.


So perhaps certain parts have different values for armor and "grinding", if I shoot at a reactor with a ship, it has to chew through the armor of the ship, and the reactor itself, but if I took out (in theory) the guns and engines with my ship I could just board it instead, and basically take it for myself. I actually considered this during the mission to take out the renegade leader early on, but couldn't build the reactor once I took it out.


It's a bit weird that the grinder is the "strongest" weapon that can cut through everything quickly, but weapons only work effectively if they can target the player, and if you just make a play for time, they should in fact run out of ammo and then you can just cut up the target with the grinder or a ship with a grinder attachment.

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Also weird that I can grind through a heavy armor block faster than I can cut through a door.

I could be convinced that this same logic could easily apply to grinders (handheld and ship) where a level 1 grinder can't touch heavy armor (if heavy armor is a later learning (i.e. make you only able to build with light armor out of the box, then you unlock heavy armor later and it's 'better' and weaker weapons and grinders can't scratch it.

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