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Official Ballistics Mod discusion thread

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  16:25:34  26 May 2009
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shifter
Senior Resident
 

 
On forum: 06/20/2008
Messages: 2413
what problems are you fixing by going to patch 09? you might find it better to stay on your current patch.
  03:20:07  30 May 2009
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Angus McFisticuffs
Senior Resident
 

 
On forum: 07/23/2007
Messages: 285

---QUOTATION---
The idea behind this change is that the penalty should be in reduced reliabilty and not in making your weapon a smooth bore musket.
---END QUOTATION---



For some reason, this made be laugh hysterically for a good 30 seconds. Ok, so I'm really tired. Gonna give this mod a shot.
  17:10:07  4 June 2009
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
I have not tested it on .09 yet, but as long as they haven't changed any of the damage models or NPC variables than it should work just fine.

@Tarig

Lol, yeah in the original code, the weapons became 5 to 10 times less accurate over the course of a 2000-5000 round life span. As you can imagine, after a couple hundred rounds accuracy degrades quite a bit. In my mod, the weapons lose half of thier accuracy over a life span of 25,000-50,000 rounds for rifles and 5000 rounds for pistols.
  21:21:37  4 June 2009
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Gallonigher
(Senior)
 
On forum: 07/24/2008
Messages: 125
This looks like fun.

Does it work on 1.5.0.8.?

Am I right in thinking that weapon upgrades are best left alone? If all weapons behave as their real life counterparts would, there's not much point to most of the upgrades?
  12:32:31  27 September 2009
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
Hmm, it appears people have been moving in on my territory?

J/K

Anyway, yeah, I been gone for a while. I burned out on Stalker but I have been itching to pick it(and my mod) up again... I don't want any crap out of you Tejas!)

I'll post a quick update later on once I figure out where I left off at. Any new release will most likely be my last however, as CoP is right on the horizon.
  10:06:51  4 October 2009
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madscientist24
(Novice)
 
On forum: 09/28/2008
Messages: 26
How do I make this compatible with SRP v1.0.1 (i.e., which of the two mods should I prioritize over the other?)? Also, how drastic is the change in gameplay? (just started the game and I'm sick of having to pump an entire clip at close range to kill someone...)
  05:34:45  26 October 2010
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Dr.Horse
(Novice)
 
On forum: 10/22/2010
Messages: 32
Oh man... Going through all this trouble just to end up with MP5 round being 2 times more damaging then AK-74. WTH that's even worse then in Vanilla and hardly representative for an arcade mod, let alone realistic one.

FFS that 5.45 bullet has almost 3 times more energy them 9mm at typical distances.

Yeah I know... don't use if u don't like, modify them yourself etc...

"Ballistics" Mod
  09:29:39  11 December 2011
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
Yeah yeah, it's been a year, dead thread and what not, sue me. I can't let this jank go unanswered

Your complaint is rather interesting since I distinctly remember taking the time to make sure proper body armor was nearly impervious to 9mm and .45 ACP rounds. I even went so far as to modify the AI to allow me to walk up to friendly NPCs and let me "test" my work on them. As I recall, it took me nearly half an MP5 mag of 9mm to drop a Dutier wearing Level 3 equivalent armor at point blank, and 5.45 took only 3 shots. I can't help but wonder if you didn't actually test my mod and just looked at the little blue bar and got all worked up?

Anyway, I shall prove it with numbers!

9mm Values:

k_dist = 1
k_disp = 1
k_hit = 0.8
k_impulse = 1
k_pierce = 0.6
k_ap = 0.5
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
k_air_resistance = 1.5

5.45 Values:

k_dist = 1
k_disp = 1
k_hit = 1.1
k_impulse = 1
k_pierce = 0.8
k_ap = 0.70
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05



Now, yes, the values don't add up to 3x the muzzle energy, but that because after 1.5.05 (After we discovered the formula for the damage model), the dev team changed the way damage was calculated. k_ap, the armor coefficient(ie, how much energy is retained on contact with a creature wearing "armor" is no longer linear. It is applied against some now unseen exponential function making .7 a significantly higher value than .5.


What you seem to be complaining about is the hit_power value applied to the weapon (and not the ammo its shooting) that shows up in the in game weapon description (the little blue power/damage bar).

Hit power for AK74:

hit_power = 0.38

Hit power for 92FS:

hit_power = 0.5

As you can see, the Beretta does have a higher power factor, but this is misleading, as all of my balancing efforts are done under the hood and are invisible to the player until the trigger is pulled.

Now, as for how damage gets calculated, for all intents and purposes, you multiply the the bullets k_hit value by the weapons hit_power value. For 5.45 vs 9mm this actually winds up making them nearly equal against non-armored creatures such as pigs and boars which would mimic real life. 5.45 has more energy but does not heavy nearly the wounding potential of a heavy round nosed projectile like a 9mm fmj. It is when you introduce body armor(again, like real life) that the difference becomes pronounced. Even basic Level 2 body armor (light CS and Loner armor) causes the balance to shift to the 5.45, though 9mm is still viable, requiring ~5 hits to drop an enemy, IIRC. If an enemy is wearing and exo skeleton, it will take you nearly two full MP5 mags to bring him down, where as 5-6 5.45 AP rounds can get the job done.

Now, let it be know, that I know my mod inside and out. I spent over 100 hours play testing the various versions prior to release. I like to think that I have a pretty good idea of what it takes to kill what. If you think you have found something that seems out of the ordinary, go ahead, post your findings, and give as much detail about the encounter as possible and I will look into it.

However, if you just happened to pick up a Makarov and hold it up next to an AKS-74u and got annoyed that the PMs damage meter was longer... well, you know what you can do with it
  18:20:28  15 February 2012
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Sgt Doom
Senior Resident
 

 
On forum: 08/01/2008
Messages: 330
Couldn't help but notice you talking about 0.9 of your mod. Where might I be able to find 0.8? I've only got 0.5.
  18:41:36  3 July 2013
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Zelekendel
(Novice)
 
On forum: 06/27/2013
 

Message edited by:
Zelekendel
07/03/2013 23:17:18
Messages: 13

---QUOTATION---
Couldn't help but notice you talking about 0.9 of your mod. Where might I be able to find 0.8? I've only got 0.5.
---END QUOTATION---



I think he means the patch 0.9 for SC, not this version.

Sorry for necro. but I'm looking for the best weapons & ballistics mod around - or maybe it's included in one of the bigger modpacks.

Anyone got anything to say about the current state of this one compared to the others?
 
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