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Old 05-12-2008, 05:56 PM   #11
Wolfe
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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Waaah_Wah View Post
Erm... The wheel is pretty large. Does this mean that we might have trouble with hitting a man sized target 100-150 meters away?
No. Center of the wheel means dead center.

Scoped @ 100m:
If stationary, you'll score a headshot easily.
If walking towards the target, you'll score a headshot most of the time.
If strafing left/right, you'll score a body shot.
If walking straight towards the target in full auto, 75% of your shots will hit.

Unscoped (firing from the hip) @ 100m:
Regardless if stationary or moving, you're not going hit your target unless you get lucky, but all bullets will go that direction.

P.S.: Mosquill,
That animation code works GREAT. Looks polished now.
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Old 05-12-2008, 06:17 PM   #12
Jonny

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Default Re: [WIP] Realistic Deviation

Oh, and this uses the same files as the ballistics, but different parts of it. We only use mass and muzzle velocity.

We could test it for you if we release a booster pack for ballistics to everyone, by just throwing it in there. But you would need to PM Mosquill the values you want to change and we will probably just PM it to the DEVs to test anyway.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 05-12-2008, 06:47 PM   #13
Waaah_Wah
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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Wolfe View Post
No. Center of the wheel means dead center.

Scoped @ 100m:
If stationary, you'll score a headshot easily.
If walking towards the target, you'll score a headshot most of the time.
If strafing left/right, you'll score a body shot.
If walking straight towards the target in full auto, 75% of your shots will hit.

Unscoped (firing from the hip) @ 100m:
Regardless if stationary or moving, you're not going hit your target unless you get lucky, but all bullets will go that direction.
Now why didnt you just say that?
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Old 05-12-2008, 06:50 PM   #14
zangoo

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Default Re: [WIP] Realistic Deviation

hey since you are adjusting deviation, could you add the moa for most guns, i have the moa for like 10 or so. if you want me to give it to you just pm me, or if you have xfire my xfire is zangoo.


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Old 05-12-2008, 07:16 PM   #15
Wolfe
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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by zangoo View Post
hey since you are adjusting deviation, could you add the moa for most guns, i have the moa for like 10 or so. if you want me to give it to you just pm me, or if you have xfire my xfire is zangoo.
I would like to have MOA (and recoil) based in realism, but not copy it exactly. Why not? Because in the real world, you have to deal with many known and random factors to shoot accurately. In the game, all I have to do is move my mouse a fraction of an inch. Realism doesn't always translate well to fiction.

For example, the effective range of an abrams tank is 3k-4k meters. That's roughly the size of the entire Kashan map therefore the range of tanks has been reduced. Small arms follows the same principal.
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Old 05-12-2008, 10:04 PM   #16
Wolfe
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Default Re: [WIP] Realistic Deviation

slight animation snag:

M16a4
Try these values:

Quote:
Originally Posted by usrif_m16a4.tweak
rem ---BeginCompefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay .8
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor .25
ObjectTemplate.zoom.changeFovDelay .812
ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
rem ---EndComp ---
and

Quote:
Originally Posted by /usrif_m16a4/AnimationSystem1p.inc
Objects/Weapons/Handheld/usrif_m16a4/animations/1p/1p_m16a2_tozoom.baf
animationManager.looping 0
animationManager.length 0.68
Then zoom in the rifle and note the following:

1. Rifle animation begins, rifle moves to eye
2. Screen flickers for an instant, showing scope at the top of the screen.
3. Your are now looking through the scope as normal.

It's that second part, #2, that I want to eliminate. I just want it to start the animation then change to the zoom screen without that flicker.
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Old 05-12-2008, 10:19 PM   #17
zangoo

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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Wolfe View Post
I would like to have MOA (and recoil) based in realism, but not copy it exactly. Why not? Because in the real world, you have to deal with many known and random factors to shoot accurately. In the game, all I have to do is move my mouse a fraction of an inch. Realism doesn't always translate well to fiction.

For example, the effective range of an abrams tank is 3k-4k meters. That's roughly the size of the entire Kashan map therefore the range of tanks has been reduced. Small arms follows the same principal.

ok wait, small arms hasent been scaled, right now it is 1:1, i dont see a reason to change that. also with moa in game, most guns would have less deviation then what it is at now snipers aside(they have no deviation after 1.33 sec).


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Old 05-12-2008, 10:39 PM   #18
[R-DEV]Mosquill
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Default Re: [WIP] Realistic Deviation

If you set zoom.zoomDelay to 0.8 for sniper rifles, you'll have a big problem with double-zoom. See what I mean?

Also your deviation should include both human factors and gun's accuracy in moa. And it shouldn't be scaled in any way.
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Old 05-12-2008, 10:41 PM   #19
Ironcomatose

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Default Re: [WIP] Realistic Deviation

I dont know about this. I kind of like the way it is now TBH. I like the fact that you can drive through an enemy position(not right on top but like with in 20 or 30 yards) with a decent chance of making it out alive. I also like that you could do the same on foot. Meaning that you can run from cover to cover and you have a good chance of making if you play you cards right.

With these new changes you are trying to make, i feel that all of that would be gone and then everyone would have a marksman rifle(and then some) which does not seem right to me.


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Old 05-12-2008, 10:46 PM   #20
Wolfe
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The .8 zoom time isn't a big problem for snipers.. in fact i think it enhances it. That's what I meant by a cinematic effect.

As for MOA, I haven't changed the values as of yet.. however testing has shown that hit boxes are larger than the soldier target.. but needs further testing to confirm. If true, some scaling may be necessary if the hit boxes represent a 240lb (wider) man rather than the average 160-180lb (thinner) man.
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Last edited by Wolfe; 05-12-2008 at 11:01 PM..
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