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Configuring weapon damage and range


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#1
SKK50

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After a massive testing session with an EZ weapon damage/range test dummy I have finally figured out how weapon damage/range works.
 
On the Weapon form:
RangeMin  (default 256) is a game unit base
RangeMax (default 256) is a game unit base
 
DamageBase set to 100 for baseline testing (no other damage omods or perks in a normal damage game)
Out-of-RangeMultiplier set to 0.5 for testing
 
Usually the barrel Omod will then add the range multipliers:
fminRange (long barrel default 9) which multiplies Weapon:RangeMin * (fminRange  + 2) for the game unit range at which full damage starts to drop off 
fmaxRange (long barrel default 16) which multiplies Weapon:RangeMax * (fmaxRange + 2) for the game unit range where the Out-of-RangeMultiplier is fully in effect.
 
The calculation holds across ~20 different RangeMin, RangeMax, fminRange, fmaxRange value tests.
 
------------------------------------------
 
Example A (using values above)
 
Range Damage
0          100
2816     99  = RangeMin 256 * (fminRange  9 + 2)  starts damage reduction 
3712     75
4608     50  = RangeMax 256 * (fmaxRange  16 + 2) damage reduction cap (DamageBase 100 * OoRMult 0.5) 
48000   50
 
Just for fun using a projectile configured for 65000 game unit range, the weapon kept doing the out of range mult damage cap of 50 damage out to 48,000 game units with uGridsToLoad set to 25 before my game world falls over.
 
------------------------------------------
 
Example B
 
Weapon:RangeMin  1024
Weapon:RangeMax 2048
 
Weapon:DamageBase 100 
Weapon:Out-of-RangeMultiplier 0.5
 
Barrel Omod fminRange 1 
Barrel Omod fmaxRange 1
 
Range Damage
0         100
3073    99 
4607    75
6139    50 
48000  50
 
Note: trying to only use the weapon form values and setting fminRange and fmaxRange on an Omod to zero produces odd results.
 
------------------------------------------
 
Example C 
 
Weapon:RangeMin  1024
Weapon:RangeMax 2048
 
Weapon:DamageBase 100 
Weapon:Out-of-RangeMultiplier 0.0
 
Barrel Omod fminRange 1 
Barrel Omod fmaxRange 1
 
Range Damage
0         100
3073    99 
4608    50 
5375    25
6140    0
 
------------------------------------------
 
TL;DR
 
(1) Full weapon damage (Weapon:DamageBase+OMOD:iAttackdamage) stops at Weapon:RangeMin * (OMOD:fminRange  + 2) 
 
(2) then stright line damage reduction to 
 
(3) Minimum weapon damage  (Weapon:DamageBase+OMOD:iAttackdamage) * Weapon:Out-of-RangeMultiplier at Weapon:RangeMax * (OMOD:fmaxRange  + 2) 
 
(4)  to projectile range.
 


#2
South8028

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uGridsToLoad set to 25? Do you have a NASA computer? )

#3
SKK50

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uGridsToLoad set to 25? Do you have a NASA computer? )

 

uGridsToLoad 25 looks like this in a quiet lighthouse area (no frame rate, was about 30fps on GTX1060)

 

uGridsToLoad 17 looks like this in a busier area (drops to 25fps on RTX2070).



#4
South8028

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uGridsToLoad set to 25? Do you have a NASA computer? )

 
uGridsToLoad 25 looks like this in a quiet lighthouse area (no frame rate, was about 30fps on GTX1060)
 
uGridsToLoad 17 looks like this in a busier area (drops to 25fps on RTX2070).
I have gtx1060, xeon 1650v2, 64gb ram, ssd m2. More than 11 I can not put at all. The game won't load. Well, it looks like the game will take forever to load.

#5
SKK50

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(a) LOAD ACCELERATOR (no ENB post processing nonsense)

 

(b) Drop graphics settings to medium with shadows/godrays OFF [ UpdateGodraySettings Off  ]

 

© Load into a low object/actor area e.g. save top left or top right corner of map, bump uGridsToLoad and fLODFadeOutMultActors 



#6
South8028

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(a) LOAD ACCELERATOR (no ENB post processing nonsense)
 
(b) Drop graphics settings to medium with shadows/godrays OFF [ UpdateGodraySettings Off  ]
 
© Load into a low object/actor area e.g. save top left or top right corner of map, bump uGridsToLoad and fLODFadeOutMultActors 

Oh thanks. I understand. I have graphics maxed out, reshad, and swet fx. I didn't even think that it depends on the graphics settings. )

#7
DiodeLadder

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Wow, finally there's a concrete info on this.  Thank you so much for this, SKK.   :thumbsup:

 

I'm going to check out your Target Dummy mod later.  This is going to be very helpful for tuning gun damages.   :laugh:






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