Project Scope: Create a reasonably realistic ballistics system that can create relative armour thickness (2) for armour on tanks that works with Physics Tank Maker asset in Unity (1). Hopefully this can be made in C#. Made for a predominately single player game with local multiplayer and hopefully LAN and capability (LAN is optional if too difficult).
The hope is to create at least three shot types that are reasonably realistic in how they interactive with relative armour thickness encountered on tank armour modeled within Unity(3). These three shot types are roughly categorized as Armour Piercing (A.P.), High Explosive (H.E.) and High Explosive Anti Tank (H.E.A.T.). All shot types have a value that determines how much armour thickness penetrate. Armour Piercing (A.P.) loses armour penetration value over range, for example as shown in historical tank gun armour penetration tables (4).
If you are interested in coding up this kind of ballistics system for a tank game in Unity I can pay you with PayPal. I am hoping to find a person / people proficient at C# to code this relative armour thickness ballistics system for a Unity game I have been actively working on. I hope to find people who I can keep working with throughout the year(s) and if all goes well, keep paying to add more features and depths of game play mechanics. Please contact myself and ask questions if you are interested. I'm quite interested in finding people who I can work with in the long term. If I was allowed on this website I would tell you about my email address and my Discord server set up just for this Unity based 3D tank game. Although I can be found here if need be: [login to view URL]
(1) [login to view URL]
(2) [login to view URL]
(3) A typical armour profile of a Tiger I Ausf. E: [login to view URL]
(4) [login to view URL]