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| PR Suggestions : Suggestions from our community members. |
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#11 | |
![]() ![]() Join Date: Mar 2007
United KingdomLocation: Near Leeds
Posts: 1,561
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#12 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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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. |
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#13 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,672
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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.
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#14 |
![]() ![]() Join Date: Dec 2006
Location: New Jersey USA
Posts: 86
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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!! |
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#15 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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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.
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#16 | |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Quote:
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#17 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,672
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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. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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Last edited by Jonny; 10-21-2007 at 11:19 AM..
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#18 | |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Quote:
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Last edited by [R-CON]nedlands1; 10-21-2007 at 11:25 AM..
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#19 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,672
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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. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#20 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Enough quantifying my idea what about qualifying it?
Is it sound enough to shout "DEV!"? |
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