Go Back   Project Reality Forums > Project Reality Mod Forums > PR Suggestions
PR Suggestions : Suggestions from our community members.

Welcome to the Project Reality Forums! Join the Project Reality forums! Contact Us


Reply
 
LinkBack Thread Tools Display Modes
Old 10-21-2007, 08:42 AM   #11
Supporting Member

AnRK's Avatar
Quote:
Originally Posted by nedlands1 View Post
It is not as accurate to shoot if you are tired. Tensing up fatigues your muscles and makes you tired as well as making you tremble. However, in a combat situation one would tend to get a bit tight. Maybe for the sniper and marksmen weapons the recoil should be randomly to the right and never to the left, in order to reflect a calm and controlled firing position. The normal rifle could have a small range of recoil values to the left and a larger set of values to the right. This would reflect a slightly tensed up, individual's firing behavior in a combat situation.
If your right (no pun intended...) then I'm on side. But that gives me a, probably already suggested, idea. Is there any way of making shooting take down your stamina level? Not quite sure what popular FPS I'm lifting that from, I think it might be DoD, but that'd be quite cool if it were codeable. I'll do a search and start a new thread, if it's not already been suggested, so I don't potentially hijack your thread.
AnRK is offline Reply With Quote
Old 10-21-2007, 10:31 AM   #12
PR Contributor

[R-CON]nedlands1's Avatar
I have just found a neat modifier called, "ObjectTemplate.recoil.gobackonrecoil". What it does is return the weapon to its original position from being shot. It doesn't bring the weapon back perfectly in line and it can be interrupted by quick subsequent shots. The normal recoil setup for the M4A1 is like this:

rem ---BeginComp:SoldierBasedRecoilComp ---
rem 556 Low Recoil Assault Rifle
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.65/1.65/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.5/0.5/0
ObjectTemplate.recoil.zoomModifier 0.8
ObjectTemplate.recoil.recoilGraphFrameCount 7
ObjectTemplate.recoil.recoilGraphExponent 4
ObjectTemplate.recoil.recoilGraphTotalMovement 1
ObjectTemplate.recoil.gobackonrecoil 0

This results in tight groups for fully automatic bursts in comparison to tall groups for single shots when the aim is not adjusted. Also there is random recoil left or right.

My recoil setup is like so:

rem ---BeginComp:SoldierBasedRecoilComp ---
rem 556 Low Recoil Assault Rifle
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.65/1.65/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.5/0/0
ObjectTemplate.recoil.zoomModifier 0.8
ObjectTemplate.recoil.recoilGraphFrameCount 7
ObjectTemplate.recoil.recoilGraphExponent 4
ObjectTemplate.recoil.recoilGraphTotalMovement 1
ObjectTemplate.recoil.gobackonrecoil 1

This setup produces tight groups when firing single shots due to the rifle having enough time to pull back into the "natural point of aim" position. Large automatic burst give comparatively large groups. Also there will be a tendency to pull up and to the right instead of all over the place.
[R-CON]nedlands1 is offline Reply With Quote
Old 10-21-2007, 10:32 AM   #13
Gameserver Moderator

Jonny's Avatar
After a full mag it should have raised about 10 whatever-units-that-is, so it is something bigger than degrees I think, but cant be radians. I'll go do some testing.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
Jonny is offline Reply With Quote
Old 10-21-2007, 10:37 AM   #14
Supporting Member

FoW_Strummer's Avatar
With all this talk about recoil..how about the real issue with the way the guns work. When (in real life) someone is running and falls forward to go prone, the time it takes to get that rifle up and set is much much much longer than it is in this game. I would like to see the recoil decrease (i think it is actually) while prone, but a longer recovery time when going from sprint to prone to shoot.

STRUM



Though the rules of the road have been lodged.....its only peoples games that you have to dodge...ITS ALRIGHT MA..its life and life only!!
FoW_Strummer is offline Reply With Quote
Old 10-21-2007, 10:39 AM   #15
PR Contributor

[R-CON]nedlands1's Avatar
Quote:
Originally Posted by Jonny View Post
After a full mag it should have raised about 10 whatever-units-that-is, so it is something bigger than degrees I think, but cant be radians. I'll go do some testing.
Yeah it can't be radians. 90 degrees = pie/2 radians = 1.571 radians. The M4A1's maximum upwards recoil is 1.65 units and if that was in radians then some of time when you fired a horizontal shot you would looking directly up.
[R-CON]nedlands1 is offline Reply With Quote
Sponsored Links
Old 10-21-2007, 10:46 AM   #16
PR Contributor

[R-CON]nedlands1's Avatar
Quote:
Originally Posted by FoW_Strummer View Post
With all this talk about recoil..how about the real issue with the way the guns work. When (in real life) someone is running and falls forward to go prone, the time it takes to get that rifle up and set is much much much longer than it is in this game. I would like to see the recoil decrease (i think it is actually) while prone, but a longer recovery time when going from sprint to prone to shoot.

STRUM
The recoil values can't be changed between stances. This becomes especially problematic with the LMG's/GPMG's as is real life they have far better recoil absorption properties when prone then standing(unsupported). The DEV's get around this, to an extent, by increasing the random deviation values for the prone and crouched positions. The weapon jumps just as much as when prone, except the rounds spread out more.
[R-CON]nedlands1 is offline Reply With Quote
Old 10-21-2007, 11:13 AM   #17
Gameserver Moderator

Jonny's Avatar
Done:

Average recoil upwards is ~0.35 units
(must be the centre point of the whole range of posibilities)

30 shots would therefore raise the rifle to ~10.5 units above whereever you were facing.

After firing 30 shots, semi auto, with the riflemans M16 it had risen ~ 60-70 degrees. I repeated this with a second mag, same thing happened, still 60-70 degrees.

This puts each unit at about 5.7-6.7 degrees, and each shot at about 2.2 degrees. I would need someone else to tell me a more exact angle, possible with screenshots, to get a better estimate of the size of each of these units.


EDIT:
one radian is ~57 degrees, so definately not radians, grads are too similar in size to degrees for it to be them, either.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
Jonny is offline
Last edited by Jonny; 10-21-2007 at 11:19 AM..
Reply With Quote
Old 10-21-2007, 11:22 AM   #18
PR Contributor

[R-CON]nedlands1's Avatar
Quote:
Originally Posted by Jonny View Post
Done:

Average recoil upwards is ~0.35 units
(must be the centre point of the whole range of posibilities)

30 shots would therefore raise the rifle to ~10.5 units above whereever you were facing.

After firing 30 shots, semi auto, with the riflemans M16 it had risen ~ 60-70 degrees. I repeated this with a second mag, same thing happened, still 60-70 degrees.

This puts each unit at about 5.7-6.7 degrees, and each shot at about 2.2 degrees. I would need someone else to tell me a more exact angle, possible with screenshots, to get a better estimate of the size of each of these units.


EDIT:
one radian is ~57 degrees, so definately not radians
Problem(or solution perhaps?): "ObjectTemplate.recoil.zoomModifier 0.8" and "ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.65/1.55/0" are the relevant recoil modifiers for the rifleman's M16. The CRD_UNIFORM indicates that the values are evenly distributed between 0.65 and 1.55 units. You can the actual value being the mean value which is 1.1. The "zoomModifier" of 0.8 multiplies by the recoil value bringing our new value to 0.88 units (EDIT: when zoomed otherwise 1.1).
[R-CON]nedlands1 is offline
Last edited by [R-CON]nedlands1; 10-21-2007 at 11:25 AM..
Reason: missed something
Reply With Quote
Old 10-21-2007, 11:29 AM   #19
Gameserver Moderator

Jonny's Avatar
That would help, I got the values from post #4, but this would make a total of 26.4 units up. This would make each unit ~2.3-2.7 degrees. This is still nothing like any actual unit for measuring angles though.

Edit:
darn, when zoomed, okay, total is 33, unit is ~1.8-2.1 degrees.

EDIT2:
Im going to try it when zoomed in, to see what I get then.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
Jonny is offline Reply With Quote
Old 10-21-2007, 11:33 AM   #20
PR Contributor

[R-CON]nedlands1's Avatar
Enough quantifying my idea what about qualifying it?
Is it sound enough to shout "DEV!"?
[R-CON]nedlands1 is offline Reply With Quote
Sponsored Links
Reply


Bookmarks

Tags
left, recoil
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 12:09 PM.


Powered by: vBulletin. ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2008, Project Reality.