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Old 10-23-2007, 10:45 AM   #31
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Quote:
Originally Posted by nedlands1 View Post
I assume that the angle between looking as far up as possible and as far down as possible is 180 degrees. Try counting the amount of rounds it takes to get from bottom to top then work out the values.
OK, did that:

75 rounds unzoomed, 110 zoomed

unzoomed total units moved is 1.1 x 75 = 82.5
which gives 2.2 degrees per unit,

zoomed total gives 0.88 x 110 = 96.8
which gives 1.9 degrees per unit.

the avarage here is 2.05 degrees per unit, so each unit can be thought of as aproximately 2 degrees.

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Old 10-23-2007, 10:57 AM   #32
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Quote:
Originally Posted by Jonny View Post
OK, did that:

75 rounds unzoomed, 110 zoomed

unzoomed total units moved is 1.1 x 75 = 82.5
which gives 2.2 degrees per unit,

zoomed total gives 0.88 x 110 = 96.8
which gives 1.9 degrees per unit.

the avarage here is 2.05 degrees per unit, so each unit can be thought of as aproximately 2 degrees.
Awesome work. This means that recoil can be modeled very accurately.
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Old 10-23-2007, 10:59 AM   #33

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Originally Posted by nedlands1 View Post
Awesome work. This means that recoil can be modeled very accurately.
great idea dude! its super realistic !! <3 u for ever


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Old 10-23-2007, 11:11 AM   #34
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Just remember that is only accurate to 2 significant figures and has only been tested once. 2 degrees is a rough estimate, the numbers give a value of 2.01 when not rounded but only one arc has been done of each zoom level.

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Old 10-23-2007, 11:13 AM   #35

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Quote:
Originally Posted by nedlands1 View Post
It is random. That is what the "CRD_UNIFORM" modifier is for. It stands for continuous random distribution_Uniform. This means that every value, within the designated range, has an equal an equal chance of happening.
Really? From what i've seen the weapon behaves exactly the same all the time.

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Old 10-23-2007, 11:23 AM   #36
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Quote:
Originally Posted by Waaah_Wah View Post
Really? From what i've seen the weapon behaves exactly the same all the time.
Look closely, it is a small diference each time, but it is not exactly the same. It is also much easier to see with the sideways deviation.

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Old 10-23-2007, 11:32 AM   #37
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Everything you want to know about the CRD arguments: http://mdt.planetbattlefield.gamespy...pting/CRD.shtm
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