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Official Ballistics Mod discusion thread

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  17:57:52  3 October 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
Elementlmage
10/03/2008 19:49:36
Messages: 258
Official Ballistics Mod discusion thread

Alright, seeing as how I am getting tired of making new threads for each release I will just update the thread with the new updates.

Also, sorry about the hiatus. I burned out about halfway through finishing this up. So I snagged a copy of Heros of AE (great game by the way, Stalker wasn't GSC's first) and went to town.

And without further adue. (I am about 99 percent certain I misspelled that)


General Info:

The purpose of this mod is mainly to de-nerf the weapons in stalker cs and make them more realistic as compared with their real world counter-parts.

Please keep in mind that this is still very beta and not intended to provide perfect realism. It is merely a rough draft for getting as close to that point as possible.

That being said, any feed back is GREATLY appreciated. I am looking for everything from general impression, to comparison of realism to real world experience (I have very little and am modding this based on information I have looked up on the various ammo types)

My email is flankerx7@yahoo.com

:::::::::::::::::::::::::::::::::::::
-------------------------------------
Version .4

Alright, another new version and another shit load of changes. In this version I am delivering the long promised weapon changes with a little twist... Ironsights actually work now. Yeah!!! Horray for me!

Anywho, I'd like to thank everyone who gave feedback for the last version. Also, you may be wondering why I skipped a version. .3 was internal only, I decided not to release it as there was not a big enough difference between it and .2 to justify it.

The direction that it looks like I will be going in from now on is a complete overhaul of the weapons system in stalker. In the next release look for major changes to the upgrade system as well as minor tweaks to all previous changes.
---------------
Note:

I am not 100 percent sure if this mod will work with 1.5. I am having some issues with the patch

Anyway, there are no script changes or anyother changes that should conflict with and changes the patch made. For now, just cross your fingers and hope not to get a CTD


------------------------
Installation:


1. Place gamedata folder in X:\Program Files\Deep Silver\S.T.A.L.K.E.R. - Clear Sky - X being the drive letter you installed it to.

2. Edit you fsgame.ltx file to force the game to use the files in the gamedata folder rather than the ones its has stored in the database files
Do this by editing the the $game_data$ line to read $game_data$ = true| true|
This way it will use any files found in the gamedata folder first and overlook those already present in the database.

Disclaimer:

I in no way guarantee that this mod will not void you save games or cause unforeseen errors. However, if it makes you feel any better, it works just fine on my PC and install.




----------------------------

v.4 changes

-Sakahrov, in order to finance his research, now sells rare weapons and a few additional ammo types.
There is a ten percent change for each of the following weapons to be available:
-f2000
-g36
-pkm
-svu
Also three new ammo types and one old favorite:
-7.62x54 7n14 (there is a glitch, it still shows up as 7n1 ammo but it costs 1k vs 450, and yes it is that much better
-SP-5 (if you are tired of spending the cash for SP-6 or using those shitty PAB-9s)
-M209 (now has a 15m kill radius, have fun!)
-Vog-25p (now has a ten meter kill radius with dramtically increased lethality)

-All assualt rifles as well as the Winchester and Spas have had their iron sights manually re-aligned

-Pistols still have 1337 vision, I am debating whether or not to add iron sights back in.

-Hit probabilities for the player(how likely the bullet is to count as a hit when the AI hits you) has been turned off. Cover and decent armor is HIGHLY recommended.
This change is in no way masochistic if you play correctly. You are NOT Selvester Stalone!!!
-----------
Weapon changes from .2 to .4

-All weapon hit_probabilities have been turned off. If you hit the target, it will count.

-Abakan
-base acc. changed from .6 to .45
-cam_disp changed from .1 to .2
-cam_disp_inc changed from .6 to .2
-zoom_cam_disp changed from .1 to .2
-zoom_cam_disp_inc changed from .5 to .2

-AK-74
-base acc. changed from .8 to .55

-AK-74u
-base acc. changed from .9 to .8
-cam_disp changed from .5 to .8

-Beretta
-base acc. changed from .8 to .65
-cam_disp changed from .6 to .8
-cam_disp_inc changed from .6 to 1.2

-1911
-cam_disp changed from 1.2 to 2.0

-Deagle
-base acc. changed from .7 to .4
-cam_disp changed from 1.2 to 4.0

-Rape2000
-base acc. changed from .6 to .4
-cam_disp changed from .5 to .1
-cam_disp_inc changed from .5 to .15
-zoom_cam_disp changed from .5 to .1
-zoom_cam_disp_inc changed from .5 to .1
-grenade velocity launcher muzzle velocity increased to 76 m/s from 30 m/s

-G36
-base acc. changed from .6 to .35
-zoom_cam_disp changed from .1 to .2
-zoom_cam_disp_inc changed from .1 to .2

-Groza
-base acc. changed from .7 to .55
-grenade launcher velocity inc. to 76 from 30

-Browning HP
-made it slightly less sucky, although GSC did come pretty close on the level of suck...and fail

-L85
-base acc. changed from .8 to .5
-fail increased, ugh I mean, cam_disp changed from .4 to 1.2
-cam_disp_inc changed from .4 to .6
-zoom_cam_disp changed from .3 1.0

-ZM LR300(no, it's NOT the HK416....I wish it were
-base ac. changed from .65 to .55

-MP5
-base acc. changed from .8 to .6
-cam_disp changed from .2 to .5
-cam_disp_inc changed from .5 to .2
-cam_disp_frac changed from .7 to 1.1
-cam_max angle_horz changed from 10.0 to 5.0
-zoom_cam_disp changed from .2 to .5
-zoom_cam_disp_inc change from .5 to .2
-zoom_cam_disp_frac changed from .7 to 1.1
-zoom_cam_angle_horz changed from 10.0 to 5.0

-Sig 220
-base acc changed from .6 to .5

-Sig 550
-base acc changed from .7 to .35

-SVU
-base acc changed from .25 to .1

-HK USP
-base acc changed from .7 to .55

-VSS
-base acc changed from .25 to .15

-9x18 pbp
-k_hit changed from 1 to 1.1

-9x19 pbp
-k_ap changed from .45 to .55

-.45 ACP
-k_hit changed from 1.6 to 2.0
-k_ap changed from .6 to .4

-.45 Hydro
-k_hit changed from 2 to 2.5
-k_impulse changed from 3 to 1

-5.45 fmj
-k_pierce changed from .85 to .6

-5.45 AP
-k_pierce changed from 1.1 to .9

-5.56 NATO
-k_pierce changed from .7 to .5

-5.56 AP
-k_pierce changed from 1.2 to .9

-7.62x54 7n1
-k_pierce changed from 1 to .8

:::::::::::::::::::::::::::::::::::::
-------------------------------------
Version .2

Thoughts:

Well, here we go again. After a couple of days of feedback, testing, and tweaking here is version .2 of what for now will be called "Ballistics Mod" due to my lack of creativity and caring for what ever the hell my mod is called.

From here I have big plans. The next mod will include a complete revamp of the ironsight accuracy system and maybe some work on the upgrade system although I haven't really decided on the scale of the upgrades yet. As usual none of the current value are set in stone.

They can and most likely will be tweaked again to provide better balance/realism as I continue to overhaul the weapon statistics in stalker cs.


Anyone who wants to get started in modding weapons themselves or tweak my value for to there liking can go to this link to learn more about how the different scripts effect the gunplay.

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=17337&sec_id=22


Changes (quite a few):

-Lowered buck shot AP to .15 from .2

-Increased 5.45x39 FMJ AP to .85 from .7

-Increased 5.45x39 FMJ damage to 1.2 from .9

-Lowered 5.45x39 AP's AP to 1.1 from 1.2

-Raised 5.45x39 AP's damage to .95 from .7

-Lowered 5.56x45 AP's AP to 1.2 from 1.4

-Increased 5.56x45 FMJ AP to .7 from .6

-Increased 5.56x45 FMJ damage to 2.3 from 2

-Increased 5.45/5.56 AP's accuracy by 5% due to the better balance and quality of the rounds

-Increased all pistol and rifle periods to 50000 shots untill its condition reaches 0
(Deagle, SIG 220, and the USP all lost a tenth of a percent of their condition for each shot fired.)

-AN-94 requires maintenance every 20k shots.

-LR 300 requires maintenance every 25k shots.

-When a weapon miss fires it loses 5 percent of its overall condition. This is the stock value. I have not changed b/c I only noticed right as I was about to release the mod. This will be fixed in version .3

-All weapons have had the accuracy penalty for poor condition severly lowered. From 100 percent to 0 percent will still notice some change but not nearly as bad as portraid in vanilla.
The idea behind this change is that the penalty should be in reduced reliabilty and not in making your weapon a smooth bore musket.

-Changed BM16(sawed off shotty) Base Spread from 1.1 to 2.3

-Modded all upgrade files to reflect the changes to the source weapon values.

-Increased Shotgun Slug damamge to 2.5 from 1.2 and turned off "explode on hit"

-Increased Shotgun Dart AP to 1.4 from .95 and turned off "explode on hit"

-Increased Shotgun Dart Damage to 2.1 from 1.4

-Decreased 7.62x54 7n1 dispersal by 5 percent

-Increased 7.62x54 7n1 damage to 1.6 from 1

-Decreased 7.62x54 7n14 spread by 10 percent

-Increased 7.62x54 7n14 damage to 1.8 from 1.2

-Increased F1 grenades threat radius to 10 m and increased damage by about 250 percent.












---------------------------------------------
Version .1

Thoughts:

Alright, I have made some numerous changes to the Vanilla CS ballistics models. Please keep in mind that these reflect test values and not the final product. However, there will be no further changes made to the weapons muzzle velocities, while RPM and range is still up for debate.

Changes:

-All pistols now have a maximum range of 150 meters vs. the original 50 meters. Also, their muzzle velocities have been update to match their IRL counter parts.
Some I had a hard time identifying or even getting info so in those situation I used an "average" value for its muzzle velocity.
Something else to note, a few of the pistols had incorrect mag size (SIG 220, H&K USP, etc), those values have also been changed.

-I am currently experimenting with Desert Eagle to gets its damage level to be more realistic. Please not that I have not yet changed its recoil attributes to match the changes in power. The Deagle will be based on the .50 AE round. However, since I do not feel like modding in .50 AE rounds atm, .45 will have to suffice.

-All assualt rifles have had their max ranges increased to 1 kilometer (except the 74u for obvious reasons)

-All assualt rifles have been given their appropriate fire rates and muzzle velocities. In some cases this may prove to be a blessing and a curse as most of them had their fire rates set about 0 too low and muzzle velocities on average where well under the halfway mark.

-The PKM now has a 200 round box mag and fires at 650 RPM with an 840 m/s muzzle velocity. All of these values have been significant changed from the vanilla settings. Eventually I will get around to getting the accuracy corrected as GSC has made it about as accurate as waist firing an MG3.

-The Draganov SVU and SVD have only received minor tweaks. Their MV has been increased to 820 m/s and the SVU now has a 20 round mag just to make things interesting(yes, there is a 20 round mag availible for the SVU, but not the SVD )

-You may notice slight differences in the Groza, AS Val, VSS. Their MV has been increased to 300 m/s vs. 250 m/s (although it may not be enough to notice a real difference) and the VSS/AS Val have had their firing rates increased to 900 RPM.

-None of the recoil or accuracy peramiters have been changed. Any accuracy changes that have resulted are b/c of my mods to the ammo.

-12ga buck has been reduced to 12 pellets, with a 1.2 spread. I am trying to keep it at a 1m spread at 50m.
YOU WILL DIE if you take a close shot to the chest with buck while wearing starting armor. This is highly realistic as you are only wearing leather.
Your best bet is to keep at range and stay behind cover.


Install:

1. Place gamedata folder in X:\Program Files\Deep Silver\S.T.A.L.K.E.R. - Clear Sky - X being the drive letter you installed it to.

2. Edit you fsgame.ltx file to force the game to use the files in the gamedata folder rather than the ones its has stored in the database files
Do this by editing the the $game_data$ line to read $game_data$ = true| true|
This way it will use any files found in the gamedata folder first and overlook those already present in the database.

Disclaimer:

I in no way guarantee that this mod will not void you save games or cause unforeseen errors. However, if it makes you feel any better, it works just fine on my PC and install.


















------------------------------------------------
Version .01

Installation:

1. Place gamedata folder in X:\Program Files\Deep Silver\S.T.A.L.K.E.R. - Clear Sky - X being the drive letter you installed it to.

2. Edit you fsgame.ltx file to force the game to use the files in the gamedata folder rather than the ones its has stored in the database files
Do this by editing the the $game_data$ line to read $game_data$ = true| true|
This way it will use any files found in the gamedata folder first and overlook those already present in the database.

Disclaimer:

I in no way guarantee that this mod will not void you save games or cause unforeseen errors. However, if it makes you feel any better, it works just fine on my PC and install.






As always, filefront link soon to follow

YARG, and here it is:

http://stalker.filefront.com/file/Ballistics_Mod;94535







Statement of "Permission for Use"

I give NO permission, expressed or implied, to use my mod in any way, shape, or form with any other mod. You MAY use it for your own personal use and mod it to how you see fit.

Please keep in mind that I am not being mean. I simply wish to polish off the rough edges before I allow it merged with any other mods. For those of you when I give blanket "yes", wait till around version .5
  18:21:39  3 October 2008
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867
Can't wait to play it
  19:50:19  3 October 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
http://stalker.filefront.com/file/Ballistics_Mod;94535

Alright, here is the link. Happy stalking!
  20:29:46  3 October 2008
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topeira
Senior Resident
 

 
On forum: 02/28/2007
 

Message edited by:
topeira
10/03/2008 20:42:49
Messages: 427

---QUOTATION---
http://stalker.filefront.com/file/Ballistics_Mod;94535

Alright, here is the link. Happy stalking!
---END QUOTATION---


i tried it but there are a lot of things wrong with it.

the MP5 causes the game to crash on me.

the recoil makes the guns bounce DOWNWARDS instead of upwards. even non modified weapons.
the G36 (i think it's that gun) barely has any recoil at all...

in short - im sticking with another mod for weapons.

im hoping for a mod that will make weapons as lil accurate as the weapons in COD4 are when NOT zoomed but pretty accurate when ARE zoomed. right now even the mods seem to keep weapons relatively accurate when no zoomed.
it wouldnt be an issue if i could turn the crosshair off, but i cant
  21:52:52  3 October 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
Elementlmage
10/03/2008 22:00:56
Messages: 258
I'm still not sure what is causing downward recoil. I think it has something to do with cam_disp_fraction but I have yet to really figure out what it does other than control recoil. However, I only see downward recoil on single shots. Bursts and full auto the recoil moves in the right direction.

I wonder what could be causing the mp5 to crash... oh I think I know, I'll brb.


-Edit-

Found it. Here are some quick instructions on a hot fix.

1. Go into x:\Program Files\Deep Silver\S.T.A.L.K.E.R. - Clear Sky\gamedata\configs\weapons

2. Find mp5.ltx

3. Hit control+f and type in slot

4. change to slot =2



Apparently the mp3 doesnt like being a secondary weapon.

I'll have a hot fix up for it on filefront soon
  22:11:15  3 October 2008
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424
Maybe you've set some recoil-thingie to negative instead of positive or something? Like if recoil=3 you changed it to recoil=-2?

No, i cant script at all. But it seemed like a possibility.
  22:51:50  3 October 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
AHAHA, nice

Nope, no neg values. I am fairly certain it has to do with cam_dispersal_frac as it fits this equation:

cam_disp*cam_disp_frac+-cam_disp*(1-cam_disp_frac)=cam_disp modifier

recoil for first shot=cam_disp*cam_disp mod

recoil for every shot after the first=cam_disp_inc*cam_disp mod

So, it looks like the only way to fix the problem is to use a cam_disp_frac that is greater than one...alright I figured it out. Man, you guys are good at knocking me in the right direction.
  10:59:25  4 October 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
Hmmmmm, 188 views and only 8 posts(four by me). Hopefully that means you guys are taking your time and soaking it in. Lol

Anyway, I am going off on a little trip and will be back around 8:00 pm CST sunday. Happy stalking yall. I'll be working on upgrades and recoil when I get back.
  05:40:31  6 October 2008
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867
Just beat the game again with the latest version of the mod installed.

It was a lot of fun, and much more realistic than in vanilla. I doubt I could go back to the original files now. It's very satisfying to take out an LR 300 with AP ammo and waste a whole bunch of people that are hiding behind a wall

I did notice the downward recoil other people have mentioned though (first time noticing it). I only noticed it on the LR300, and only when zoomed in through my scope. Not a big issue to me though.

Also, in the release notes you said you modded the trader in Cordon to have some rare weapons and ammo. You forgot to include that file in the release
  07:48:01  6 October 2008
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Uzerrr
(Senior)
 
On forum: 09/22/2008
Messages: 72

---QUOTATION---
Hmmmmm, 188 views and only 8 posts(four by me). Hopefully that means you guys are taking your time and soaking it in. Lol
---END QUOTATION---


Well... I am just passing by, I've stopped trying mods until AI will be fixed. - By patch or mod... I just hate to be shot when I am perfectly covered in the bushes and so on. I can't see sh*t, but enemy see me perfectly...
So... sorry about being just a watcher ;>
 
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