Brick Rigs

Brick Rigs

Not enough ratings
"E83" Fair Play Standards
By )Humanoid(™ and 4 collaborators
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


   
Award
Favorite
Favorited
Unfavorite
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


Good free G-limiter example:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3515598432&searchtext=FCS


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
2-35ap
15-25
50 - 70
Good
40-60
IFV
2-8ap
15 - 30
50 - 90
Balanced
15-30
APC
0-4ap
15 - 30
50 - 110
Weak
5-20
MGS
0-4ap
15 - 25
50 - 100
Balanced
10-20
AGS
2-15ap
15 - 30
50 - 90
Balanced
10-30


Armor

Any kind of vehicle must be destroyable from side projection
(2-4AP armor is enough)

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)

To make a basic engine control system you can divide the throttle by 3 sensors: acceleration, speed, angular speed

Good reference:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3305649949


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

Calculating APFSDS for modern tanks: Its not recommended to use >700mm penetration for ~12cm cannon and >1000mm for ~15cm if youre making fictional cannon better aim for values like 15-18ap (medium caliber) or 22-26ap (high caliber)

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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3591014375][img]https://i.postimg.cc/hjk9J974/ee83lg.gif[/img][/url]


31 Comments
erasemint 4 hours ago 
makes sense
)Humanoid(™  [author] 15 hours ago 
In the table such division is made because MGS are wheeled vehicles, which significantly affects performance
)Humanoid(™  [author] 15 hours ago 
I would say both AGS and MGS are designed for transporting a cannon with good cross-country performance and can be identified as assault guns (I guess it can be described as something between self-propelled gun and a light tank)
ChockkyTheDragoness 27 Oct @ 5:38pm 
I would argue that the AGS is closer to an assault gun like it's little brother the booker
erasemint 27 Oct @ 5:29pm 
Are AGS and MGS both tank destroyers? Also is this supposed to be a realistic chart of vehicle types, or examples?
)Humanoid(™  [author] 27 Oct @ 2:08am 
basically MGS is a mobile wheeled system (like M1128, Centauro, Type16 etc) while AGS is a tracked chasis (AGS, M-8, Sprut) AGS may have better armor and survivability despite worse maneuverability
erasemint 26 Oct @ 7:35pm 
what is the difference between ags and mgs?
)Humanoid(™  [author] 26 Oct @ 1:59am 
Thanks for feedback!
erasemint 25 Oct @ 4:03pm 
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 25 Oct @ 3:24pm 
For the sections that mention g-limiter and engine controller, I suggest linking examples