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  11:30:31  14 November 2008
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JaM1977
(Novice)
 
On forum: 10/24/2008
Messages: 21
Here are Ballistic protection classes:

Armor Level Protection
Type I
(.22 LR; .380 ACP) This armor would protect against 2.6 g (40 gr) .22 Long Rifle Lead Round Nose (LR LRN) bullets at a velocity of 329 m/s (1080 ft/s ± 30 ft/s) and 6.2 g (95 gr) .380 ACP Full Metal Jacketed Round Nose (FMJ RN) bullets at a velocity of 322 m/s (1055 ft/s ± 30 ft/s). It is no longer part of the standard.

Type IIA
(9 mm; .40 S&W) New armor protects against 8 g (124 gr) 9x19mm Parabellum Full Metal Jacketed Round Nose (FMJ RN) bullets at a velocity of 373 m/s ± 9.1 m/s (1225 ft/s ± 30 ft/s) and 11.7 g (180 gr) .40 S&W Full Metal Jacketed (FMJ) bullets at a velocity of 352 m/s ± 9.1 m/s (1155 ft/s ± 30 ft/s). Conditioned armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 355 m/s ± 9.1 m/s (1165 ft/s ± 30 ft/s) and 11.7 g (180 gr) .40 S&W FMJ bullets at a velocity of 325 m/s ± 9.1 m/s (1065 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Type I].

Type II
(9 mm; .357 Magnum) New armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 398 m/s ± 9.1 m/s (1305 ft/s ± 30 ft/s) and 10.2 g (158 gr) .357 Magnum Jacketed Soft Point bullets at a velocity of 436 m/s ± 9.1 m/s (1430 ft/s ± 30 ft/s). Conditioned armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 379 m/s ±9.1 m/s (1245 ft/s ± 30 ft/s) and 10.2 g (158 gr) .357 Magnum Jacketed Soft Point bullets at a velocity of 408 m/s ±9.1 m/s (1340 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I and IIA].

Type IIIA
(.357 Sig; .44 Magnum) New armor protects against 8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 448 m/s ± 9.1 m/s (1470 ft/s ± 30 ft/s) and 15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 436 m/s (1430 ft/s ± 30 ft/s). Conditioned armor protects against 8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 430 m/s ± 9.1 m/s (1410 ft/s ± 30 ft/s) and 15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 408 m/s ± 9.1 m/s (1340 ft/s ± 30 ft/s). It also provides protection against most handgun threats, as well as the threats mentioned in [Types I, IIA, and II].

Type III
(Rifles) Conditioned armor protects against 9.6 g (148 gr) 7.62x51mm NATO M80 ball bullets at a velocity of 847 m/s ± 9.1 m/s (2780 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I, IIA, II, and IIIA].

Type IV
(Armor Piercing Rifle) Conditioned armor protects against 10.8 g (166 gr) .30-06 Springfield M2 armor piercing (AP) bullets at a velocity of 878 m/s ± 9.1 m/s (2880 ft/s ± 30 ft/s). It also provides at least single hit protection against the threats mentioned in [Types I, IIA, II, IIIA, and III].


As you can see, Level III should pretest against 7.62x51 M80 ball, so it will defeat any FMJ 5.56 or 5.45 ammo. Only exeption to this are specialized AP rounds like M995/996 or 5.45 7N22, but still their after-penetration damage potential would be significantly reduced. It is safe to assume LEVEL III should protect against anything with impact energy below 3000J.

and regarding that wideo with 63 hits, that plate is new type E-SAPI used currently in Iraq and Avghanistan.

that brings me to a question - is there any plans also bring Armors in game to real life protection levels?
  07:08:40  24 November 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
Alright, now to blow the dust off this thread. Sorry about not keeping up with the epeen war(j/k), just haven't felt like dealing with anything stalker related lately... then I decided to do a complete rebuild of my computer; long story short it ended up taking three days. Anyway I'm back and v.5 has been posted to FF, just waiting on approval now.

Alright, now back to the fun!

Oh and thanks for noticing my lr300 slip up. Got the MV and RPM switched around

---QUOTATION---

LR 300: 950 m/s


That's actually 950rpm, which is quite a fire rate but the real muzzle velocity is well below 900m/s.

http://www.combatreform.com/21stcenturyrifle.htm

The main issue with the 5.56mm round is that it does not fragment RELIABLY even under ideal conditions which is why it is so maligned.


it is not a good thing to overgeneralize it. M855 was developed as a LMG round - because of steel core it is harder to make it fragment - there is smaller amount of lead and steel will hardly fragment at all. M193 is a totally different - it is lead round and with barrels longer than 14" it will fragment pretty reliably. And new heavier rounds like M262 or that new 72gr. brown tip ammo, they are even much more lethal and fragment pretty reliably. Its pretty much question what you want to achieve - if you want good penetration at medium range, take M855. But if your enemy doesn't have armor at all, M192/193 or M262 would be much better.

http://www.quarry.nildram.co.uk/ballistics.htm

also dont forget that even if M855 dont fragment that much, it will always tumble in flesh producing comparable wounding channels as any 5.45x39 round.
---END QUOTATION---



Um no, the Fackler Ballistics Study showed conclusively that neither the M193 or M855 fragment reliably under 2700 m/s more so for the M855. Here is a pic of the M193 frag chart:

http://www.razoreye.net/mirror/ammo-oracle/AR15_com_Ammo_Oracle_Mirror_files/wund5.jpg

Anyway, you are correct about the 5.45 rounds...if the Russians still used 5n7s...which they don't. The new 7n6 rounds(standard issue) have a full AP core that, if it does not separate on contact with body armor, will separate from the jacket on either the first or second tumble creating three distinct wound channels. It performs similarly to to the M855 (minus the fragmentation), however, it is much less velocity dependent and will break open reliably at up to 300m.
  22:54:59  24 November 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;95897

Alright guys .5 is up. Here is the changes list. As always, have fun and happy stalking.


Version .5

WEEE, alright V.5, finally the long talked about version where I fix the upgrade system. And behold, it has been done.

Right now I am trying to write this readme as fast as possible because the Left4Dead demo has just been released. Wish me luck I am trying to beat the download time.

In the next version I plan on trying to incorporate one of those upgrade unlockers that will allow any mechanic to upgrade any weapon or armor.

Also, I would like to say thanks to Ceano for the use of his AI mod. Not only does it help to make the AI more realistic, it made my job easier after the 1.05 update changed the stalkers damage models.

----------------
Note:

This has been tested extensively on 1.05 and 1.07 and works it works fine for me.

On weapons that have had their stopping power reduced: I have done this to compensate for the differences in muzzle velocity. This only effects gameplay on occasion and is only really noticeable on fully upgraded weapons.
----------------
Version .5 Changes

-Added Ceano's Stalker CS AI fix

-Re-worked all of the upgrade values to fit with my mod, so now you can upgrade you guns. Finally something to spend you money on!
-Note, yes I understand the upgrades alter the weapons quite a bit. I consider the weapon upgrades to be an existential representation of your characters improved skills as well as improvements to the physical weapon.

-Increasing a weapons muzzle velocity(flatness) will now also improve its max range and stopping power. Inversely, increasing a weapons rate of fire will slightly reduce its stopping power.

-Improved the base accuracy of all the weapons in game by about 15-20 percent.

-Improved the feel of the recoil with most of the weapons and slightly tweaked a few of their iron sights.

-Added in grenade launcher ironsights to the LR300 and the OC-14 Groza. Then after realizing it took me two hours just to complete the widescreen sights, I set that project on the back burner.

-Changed Abakan base accuracy from .45 to .35
-increased cam_dispersion_inc to .3 from .2
-Abakan can now accept the grenade launcher by default; the upgrade path still remains, the cost has been reduced to 0 rb.

-Changed AK-74 base accuracy from .55 to .45
-increased cam_dispersion to .8 from .7
-decreased cam_dispersion_inc from .7 to .4
-increased zoom_cam_disp to .7 from .6
-decreased zoom_cam_disp_inc to .3 from .6
-decreased hit_power to .38 from .4

-Changed AK-74u base accuracy to .6 from .8
-decreased hit_power to .3 from .35

-Changed Beretta base accuracy to .55 from .65
-changed Beretta cam_disp to 1.0 from 0.8

-Changed Colt 1911 base accuracy to .4 from .5

-Changed Deagle base accuracy to .3 from .4
-increased hit_power to 1.0 from .7

-Changed F2000 base accuracy to .28 from .4
-decreased cam_disp to .05 from .1
-decreased cam_disp_inc to .1 from .15
-decreased zoom_cam_disp_inc to .08 from .1

-Changed Fort 12 base accuracy to .6 from .7
-increased cam_disp to .9 from .6

-Changed G36 base accuracy to .25 from .35
-increased cam_disp_inc to .3 from .2
-increased hit_power to .405 from .4

-Changed Groza base accuracy to .45 from .55
-decreased cam_disp to .5 from .6
-decreased cam_disp_inc to .5 from .6
-decreased zoom_cam_disp to .3 from .4
-decreased zoom_cam_disp_inc to .3 from .4

-Changed Browning HP base accuracy to .6 from .7
-increased cam_disp to 1.8 from .6
-increased cam_disp_inc to 1.2 from .6

-Changed L85 base accuracy to .3 from .5
-increased hit_power to .41 from .4

-Changed LR 300 base accuracy to .35 from .55
-decreased cam_disp to .15 from .2
-decreased cam_disp_inc to .15 from .2
-increased zoom_cam_disp to .12 from .1
-increased zoom_cam_disp_inc to .12 from .1
-increased hit_power to .4 from .35

-Changed MP5 base accuracy to .5 from .6

-Changed Makarov PB base accuracy to .4 from .5
-increased cam_disp to .8 from .3
-increased cam_disp_inc to .8 from .3

-Changed PKM cam_disp to 1.1 from .6
-increased cam_disp_inc to 1.5 from .9
-decreased PDM_disp_vel_factor to 2 from 2.45
-decreased PDM_disp_accel_factor to 2 from 2.45
-increased PDM_disp_crouch to 1 from .2
-increased PDM_crouch_no_acc to 1 from .2

-Changed Makarov PM base accuracy to .5 from .9

-Changed Sig 220 base accuracy to .4 from .5
-increased cam_disp to 1.5 from 1.2
-increased cam_disp_inc to 1.5 from 1.2

-Changed Sig 550 base accuracy to .25 from .35
-decreased cam_disp to .4 from .5
-decreased cam_disp_inc to .4 from .5
-decreased zoom_cam_disp to .35 from .4
-decreased zoom_cam_disp_inc to .35 from .4
-increased hit_power to .41 from .4

-Changed SVD base accuracy to .1 from .15
-decreased cam_disp to 2 from 2.5
-decreased cam_disp_inc to 2 from 2.5
-decreased zoom_cam_disp to 1.6 from 1.8
-decreased zoom_cam_disp_inc to 1.6 from 1.8

-Changed SVU base accuracy to .05 from .1
-decreased cam_disp to 1.8 from 2.5
-decreased cam_disp_inc to 1.8 from 2.5
-decreased zoom_cam_disp to 1.3 from 1.5
-decreased zoom_cam_disp_inc 1.3 to from 1.5
-increased hit_power to 1.0 from .9

-Changed H&K USP base accuracy to .45 from .55
-increased cam_disp to 1.3 from 1.0
-increased cam_disp_inc to 1.3 from 1.0

-Changed AS VAL base accuracy to .4 from .5
-decreased cam_disp to .4 from .45
-decreased cam_disp_inc to .4 from .45
-decreased zoom_cam_disp to .35 from .4
-decreased zoom_cam_disp_inc to .35 from .4

-Changed VSS hit_power changed to .4 from .35
-decreased cam_disp to .4 from .45
-decreased cam_disp_inc to .4 from .45
-decreased zoom_cam_disp to .35 from .4
-decreased zoom_cam_disp_inc to .35 from .4

-Changed Walther base accuracy to .5 from .8
-increased cam_disp to .8 from .5
-increased cam_disp_inc to .8 from .5


------------------------------------
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.
  18:49:07  25 November 2008
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wolfstriked
Senior Resident
 

 
On forum: 11/02/2008
Messages: 283
Holy tweaks batman!!

Nice how you tweaked all the recoil settings as its not really been done yet in stalker.I think that this adds to individual gun feel.Now to play thru to get to see all the weapon differences.

One thing....just tested with vanilla and Makarov is like a laser.MP5 on the other hand is less accurate.I would think that anytime you extend the barrel you add velocity and accuracy.So in effect going from a pistol to a sub machine gun will net you more accuracy.Same with move up to assault rifle(not the AK74U) and then snipers.

-Changed MP5 base accuracy to .5 from .6

-Changed Makarov PB base accuracy to .4 from .5

I see that you leave bullets at 1.0 dispersion so its purely the gun.Is this how you wanted it?

Also with upgrades the guns will all become lasers I dont even use the weapon upgrades at all.

Possible to port it over to fit into Redux?I tried it with vanilla stalker and the shotgun is blowing the mutant boars away like flies.A good weapons mod just doesnt fit into vanilla stalker anymore IMO.
  22:39:03  25 November 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
11/25/2008 22:48:47
Messages: 258
As far as I know you should definitely be able to. The only things I have modded are a text script, the weapons, and upgrades, the actor and m_stalker.ltx files and Sakharov(On occasion you will notice he gets a few goodies). So any duped files should be relatively easy to merge. Right now, I think Redux uses a version of Vfire?

Some of the bullets do mod the accuracy, like the SP6 or the 7.62x54 7n14. It's only slight though, no more the 5-10 percent.

The difference in accuracy between the Marakov PB and MP5 is not particularly noticeable (to me anyway). With the MP5 you have the added advantage of being able to fire in bursts. Since I haven't figured out all of the different recoil settings, I tend to give some full auto weapons a slight drop in accuracy to help simulate the recoil effect. The down side is that it also effects single shots. :\

Hopefully by the next version I will have all of the little discrepancies worked out.


-Edit-
I think I will start a new game too... if only to enjoy the fruits of my labor.

Plus, it will give me a good change to test all of the weapons in context.
  16:50:07  26 November 2008
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ShadowStalker
(Novice)
 
On forum: 10/21/2008
Messages: 22
Ironsights

I haven't played with it too much though I did start a new game. I was wondering if it would be possible for you to include ironsights for the pistols (widescreen support). I really hate the "1337" vision or w/e it's called that the pistols operate on. To me it is very unrealistic as no one in their right mind would look at the side of their pistol to aim. I also don't use the aiming crosshairs to make it more realistic so pistols are completely useless to me right now. Even if you just made it as a side folder and allowed people to choose to use them or not, would be great.

Also, I noticed that the crosshair for the win 1300 are ever so slightly skewed. The front sight post is to the left by a fraction of a decimal. I'm not sure if this was part of the mod or if I just never noticed it before. I'll double check it later this evening.
  23:21:27  28 November 2008
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avenger15
(Novice)
 
On forum: 11/28/2008
Messages: 6
Hi,

Serious noob question here:

How do I save the .ltx file once I modify it? I am opening it to make the changes with Notepad, but it won't save once I've edited the game_data line. Thanks.
  01:07:45  30 November 2008
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wolfstriked
Senior Resident
 

 
On forum: 11/02/2008
Messages: 283
Elemental,there is ability to add in k_air_resistance(in my game only 9x18 ammo has this).Whats the reason for this....anyone????
  03:29:05  30 November 2008
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Victim
Senior Resident
 

 
On forum: 05/21/2005
Messages: 1089

---QUOTATION---
Right now, I think Redux uses a version of Vfire?
---END QUOTATION---



Negative. CS Redux uses almost exactly the same weapon configurations as it did when it was written for SoC Redux +18 months ago.

No use in messing with what ain't broken.
  15:25:48  1 December 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
Bleh... sorry for not posting guys; I had to go on a family vacation. <Insert comment on family/hell here.>

Wolf:

The 9x18 has air resistance b/c GSC was messing around with it before release. I did not put it in. However, that is one of my projects for the next release. I need to find some muzzle energy tables for the various ammo types, but it should be fairly easy to add in(I already have one for 5.56, please no AR15 links)

Avenger:

If I remember correctly, the gamedata.tlx file is set to "read only". You will have to right-click on the file and go into properties. There you should see a check box name Read Only. Uncheck that box.

Shadow:

Nice idea about the pistols, I never thought of making a separate folder. Since there are already a few pistol IS mods, I think I may just use one of those if they are any good.

Also, yes I understand that the sights on the Winchester and a few other guns are a not perfectly aligned. They are centered, it is just that the model isn't lined up correctly. I made that modification back before I figured out how to rotate the weapons; I should be a fairly easy process for me to tweak them a little bit.


All right, now off to answer a few emails...
 
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