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Nihilisaurus

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Everything posted by Nihilisaurus

  1. You mean like having 29 "round insert" annotations basically simultaneously and then the 30th annotation at the end? That's an interesting idea that I didn't think of, but the thing is that BCR requires three annotations for each round, and from what I've found, it needs to cycle through them in order: 1) UnCullBone.BoneName 2) reloadComplete 3) CullBone.BoneName I don't think the annotations need to be dead-on a frame, so maybe you could cycle through those three annotations 29 times with a nanosecond in between each annotation... but I don't know if BCR/FO4 could handle that, and it would definitely be an incredible pain to set up. Just imagine trying to do that for something like the C-Mag on the AR-15, with a hundred rounds. You know what though, I will ask shavkacagarikia if BCR can be expanded to handle empty vs not-empty magazine reloads. It seems like it should be able to work much as it already does in that it just needs to interrupt the reload animation at a particular point - only with different logic governing when it does that. Ahhh, I see. Yeah, that does sound like a lot of pain and I share your concerns about whether the engine will deal with it well. Still, if it's an easier addition to BCR's code then I don't think you'll be the only one thankful for the addition.
  2. Unless you can bang out a detailed, high quality, fully textured gun model in an hour or so, ~$60 once for a model like that would be pretty unreasonable. I expect artists looking to put things up for sale on asset marketplaces would be weighing up how much they'd be paid by the hour against the hope that multiple people/companies would buy a copy of an asset at a particular price. ... But I'm no expert on this sort of thing, and this is all getting off-topic anyway. I figured it was a commission job, where if you want something super fancy made bespoke... 6 hours at $10/hr (or 4 at $15/hr) seems reasonable depending on source material availability. But still, you're right on it being offtopic. Neat! single-round reloading was something mysteriously missing from FO4's ckit given the laser musket can do it. Annoying how they tied those two mechanics together. I know it's probably too much work, but couldn't you fake preemptive/dry reloads with BCR by having the tags for round 1-29 on the frame after the mag insertion and the tag for round 30 at the end of the charging animation, or do they need to be on different frames?
  3. If you consider it in terms of making a commercial game and how much it costs to employ an artist, combined with the number of hours of work it takes to create high quality assets for that kind of weapon, a price like that starts to make more sense. And how many people are paying you that fee for the work - it might be reasonable to charge $60 once for a single good model, but it doesn't compare with a $60 game as tens/hundreds of thousands or millions of customers are buying that. YES NO ...you're pretty good.
  4. Sure, as long as the holster/unholster animation has at least 6 full rotations and a minimum of one throw. (meow) Which reminds me - Antistar, can we take the stock off the M16 to get a bare buffer tube and make a ridiculous drum-fed 5.56mm machine pistol with which to fake defecting to the Soviet Union? And if so can we also take the front sight off the gas block for double authenticity and quadruple impracticality?
  5. The engine has been compiled, so the actual exe is in assembly. F4SE's source is in C (C++ specifically IIRC), but knowing how to contribute to it requires some knowledge of how compiled exes work and how to interact with them by hooking threads and other rather technical details. If you've got the background to look into it, go for it. But if you don't I would caution you not to get your hopes up.
  6. The 'bolt' action flag is nothing more than a 1 or 0 to tell the exe what to do with the weapon. None of that behaviour is accessible unless you're willing to use a decompiler to figure out the functions of the engine's code and then figure out how to write and inject new code to do this extra behaviour and handle it all. It is... not simple. It's how F4SE, but it requires a level of programming skill that I (no offence, just going off of how you presented things here) do not have.
  7. IIRC no, because it would have been a pain to animate due to the way things work in FO4. ...whichi s a good thing, because shotgun speedloaders are impractical and silly.
  8. An M2 would be lovely, it's a great gameplay demonstration of lore fluff about power armour being able to haul around crew-served weapons as well as a nice looking (and very american) weapon. It's a shame WastelandMelody didn't ever get around to version 2 of their M2 which would have been held like your M2 was in F:NV. Not quite as extreme as that. It would be nice if it accurately and visibly represented the number of rounds left, but I was always more concerned about the reload animation. I thought that it might not be possible to have the belt animate in a way that didn't look weird and rigid. Fortunately War Daddy came along and showed that I was wrong there with that M60 mod. I think what's most likely to happen is that I'll add support for that mod via a patch. (Along with whichever other weapon mods I want to support that way.) The M60 is quite a nice gun, and is at the upper bounds of what can be carried and fired from the shoulder (it requires some upper body strength and a bit of practice, but it is eminently doable). It's also nicely animated and fills a good niche in the weapon roster. Hopefully you find some way to get some help doing an M2 in the same way (bonus points if in this dream world whoever does the animation gets the barrel reciprocating like it should in a long-recoil firearm), but it's definitely understandable if it doesn't happen given how much has gone into WARS already.
  9. The Bofors is recoil-operated! If you cut the barrel off it'll stop cycling as the reciprocating mass of the barrel is what drives the action. Not only that, you can't lighten the receiver as it has to be able to withstand the forces inherent in throwing the barrel back and forth. If it was possible to cut several hundred pounds off the Bofors it'd have been done during WWII when with a hundred individual guns ( for say 25 quad mounts on a battleship) it'd have equated to several tons of saved topweight that could have been used to add even more guns. The Bofors receiver would fit in a floor-length duster ...with no person in it. All that aside, the Bofors is a high-velocity gun and the recoil is sufficient to warrant a four-wheel carriage which had to be held in place by deployable stabilising arms before firing, so I'm not sure even a guy in power armour is going to be able to handle the recoil, especially with a much lighter gun not helping by absorbing some of it. I get your enthusiasm for variety in heavy weapons, but handheld high-velocity recoil-operated automatic 40mm anti-aircraft guns *might* not be the way to go. A .30-06 (or perhaps even .50 BMG) machinegun would probably make a decent weapon for power armour, and if you're keen on automatic 40mm-diameter HE rounds then an automatic grenade launcher might be a good idea? Or a multi-tube missile launcher than the XM202 'Flash'?
  10. Yes, updated for 1.10.138 as of early July. Done automatically at runtime, you can specify an equation in a config file for converting the values from FO4's default resistances to a threshold. They also provide ways to manually add DT to items ingame like you can DR, and there's the option to have just DT or DT plus the existing resistance system. Yes.
  11. ...you just responded to the person developing it, who's posted new assets in the last few weeks as well as consistent updates, status reports and in-game video over the last 3 years as well as having delivered similar long-term projects in the past. You might actually be an idiot. Or you're trying to leverage your disbelief to get some sort of preview version, which is - in my opinion - even dumber.
  12. I considered putting that very link in the post, there truly is an XKCD for everything. Bless you, Randall Munroe you esoteric weirdo.
  13. Depends very heavily on what type of radiation you're talking about. Gamma radiation is very penetrating, but for radiation lingering long after a nuclear blast you're looking at radioactive dust, for that stuff the main protection is not getting it in or on your body and a thin airtight suit with a good gasmask will go a long way to doing that. Most radiation actually has quite a limited range in air or through denser material like anything solid. Sources that are more penetrating are generally shorter lived, or rarer. A hazmat suit is going to do nothing if you swim to the bottom of a reactor pool, stand in the open near a nuclear detonation or rub yourself on a particle accelerator, but otherwise? It's not really that hard to offer some level of radiation safety, an airtight steel suit with an NBC filter on the air intake sounds like it'd be slightly more protective than real life hazmat suits.
  14. The Lewis was officially withdrawn 20 years earlier than that, in 1946.
  15. No Cowboy in FO4. Also, pistols would still be under gunslinger, as they're pistols.
  16. Another possibility is that you could separate commando/rifleman along the lines of the weapon's action/operating mechanism, with gunslinger being pistols of all kinds, commando affecting automatic and semiautomatic weapons and rifleman affecting manually operated weapons. This would also give the opportunity for rifleman to boost the ROF of these weapons - giving a little bit of a boost to weapons that generally lack DPM. It would make Commando a little broad though, so maybe it's not better than what you've already got going on.
  17. It's chambered in .308 which would (sorta) make it an MG3. Still ridiculous, though.
  18. Only if you can suppress all the harmonics, some of which will probably be in the visible range. ...and prevent it from diffracting off microscopic dust in the air to produce a glowing trace, and the several other ways you can end up producing a visible beam. At some point when you put enough energy through a place all at once it just becomes hard to hide.
  19. Looking cool. I can see a lot of influence from firearms and prototypes of the era but the design is still its own thing, which is neat.
  20. Thanks for all that; that's pretty useful. That ammo chart in particular is basically exactly what I was planning to do as a starting point when it came time to do the stats. Saves me some trouble. :smile: [...] Reducing .50 BMG damage compared to that chart's value but giving it a bonus against robots and power armour may work, too. Word of warning, it leads to annoying bulletsponge enemies early game because 12 damage is truly pathetic. I looked at maybe scaling the damage by bullet weight or something to tip the scale a little but there's not really anything that works aside from arbitrarily giving pistol calibers (.38, 9mm, 10mm, .45) extra damage. Some sort of fudge factor to account for energy deposition or a New Vegas hollowpoint style effect to allow lower velocity rounds to be useful against unarmoured targets is a must if you don't want the player to struggle to get through the concord museum without running through every available round. You could probably cut the damage of .50 BMG in half to ~300 and it'd still be very impressive, lethal to unarmoured enemies and a decent threat to power armour.
  21. The original .45-70 loads were US military rifle rounds designed for volley fire and long range marksmanship. They were expected to retain lethal energy to silly ranges like 3000 yards, and those loadings (with a big round-nose bullet that's about twice the weight of the one in .45 ACP as standard at 4-500 grain vs 200ish) did. Loaded for rifles, with a big bullet and smokeless powder instead of black powder a .45-70 round generates a lot of muzzle energy and manages to retain enough of it to be dangerous to a significant range. It doesn't do it fast though so it's not a good cartridge for a sniper, as the wind, imperfections in the bullet and gravity all have time to skew the course of the round, degrade its precision and pull it in a nice big ballistic arc. In-game this could be recreated by a slightly worse accuracy and a lower velocity projectile, resulting in long-range shooting accuracy being hampered by having to lead the target, compensate for drop and only being able to take 'good' shots against large targets or targets out of cover. http://home.earthlink.net/~sharpsshtr/CritterPhotos/SandyHook/SandyHook.html US Army tests from the era show that even at 3000 yards a .45-70 will come in at a ridiculously steep angle - but will still punch through several inches of wood. It remains lethal, but not necessarily accurate. The hit ratios in the report demonstrate that. .50BMG is just so much larger than anything else it's pretty much in a league of its own. Based on hard numbers like muzzle energy there's no reasonable way to have both pistol calibers (.38, 9mm, 10mm, .45ACP) and full-size .50 do damage in the same league in gameplay. Hell, it even dwarfs other rifle rounds in terms of carried energy. Looking at it, it's easy to see why though. The bullet alone is comparable in size to a complete 7.62x39mm round and the cartridge case is long enough you could hide a .308 inside it and still seat the bullet properly. It's simply massive. http://i.imgur.com/vmllMQH.jpg [For scale, cartridges (nearly, .45 and 9mm swapped, but depends on loading) by muzzle energy: .45ACP, 9x19mm, 5.56x45mm NATO, 7.62x39mm, 7.62x51mm, .303 British (just), .50 BMG] A .50 BMG round has something like 18-20,000 joules of energy at the muzzle, compared to about 3500-4000 for a .30-06. It's actually a pretty big problem in terms of balance if you just try to scale damage based on delivered energy. Taking the muzzle energies of all the cartridges in the game (and making something up for 2mmEC and 5mm), declaring the .38's energy to be worth 12 damage and scaling from there gives you approximately (depending on what loading you choose and what barrel length each was fired from) this chart: And that's with .50 being .50 Beowulf not .50 BMG, that gives you damage in the range of 655-745. The relative energy column tells you almost all you need to know: a single .50 BMG round carries as much energy as 60 .38s. And it only gets worse when you consider that cartridge design and aerodynamics tell you that .50 round will hold onto that energy in flight much more effectively than the .38s will. Comparison to any other semi-automatic pistol round outside .50AE gives similarly absurd numbers: 36 9mms or .45s, 20 10mms. Even rifle rounds don't far much better at 10 5.56mm or 5-6 .308s. For a handheld weapon .50BMG is simply absurdly powerful, which is why .50 rifles tend to weigh at a minimum about 10kg compared to 3kg for a 5.56mm rifle, in order to contain the involved pressures and have robust enough actions to manage the resulting forces. In-game balance aside from making .50BMG weapons prohibitively costly and cumbersome to use is difficult. At the very least - if that route is taken - given their extreme weight, size and power they should have awful aim-time, hip-fire accuracy and recoil.
  22. The only thing that matters is the force exerted on the projectile, because that is equal and opposite to the force back on the shooter. If you get a higher muzzle velocity out of the gauss rifle than a regular one (which you will, that's the point) then you've got a higher overall acceleration. Though you are throwing a very light projectile, so given F=ma the small mass is going to mitigate that somewhat. So long as the projectile is in the field it's accelerating and there's a force back on the magnet (and so on the shooter), so it doesn't matter if some of the accelerating is done physically outside the 'barrel' of the rifle. It'd probably be lighter than the recoil of a firearm generating the same muzzle velocity for the same projectile because you're not throwing out a bunch of propellant gases, but overall it's still *definitely* going to have recoil.
  23. 3) People seem to be divided over this but the general consensus seems to be that coilguns do have recoil, but much less than that of conventional guns because the slug is takes some distance to accelerate to its maximum possible speed. Recoil on a gauss weapon works *exactly* the same as on a firearm. The *only* difference is the ejected mass is only the projectile rather than the projectile and the propellant gases. Anything to do with the force vectors lining up also applies to anything else with an inline stock like the M16. By conservation of momentum every action has an equal and opposite counteraction, in order to throw the projectile forward the launching platform must experience some force backwards. It doesn't matter whether the interaction between the two is electromagnetic or gas pressure, the gun pushes forward on the projectile - and thus backwards on the shooter.
  24. The quote is "nuke it from orbit". The Marines wanted to run away and deal with the Aliens from the relative safety of space.
  25. Looking good. Ok, that's not right and I could do maths to show it - or just provide analogies. Bullets are tiny and their momentum is negligible compared to a human being, which is why you can launch them from a firearm braced against your shoulder. Heavy bullets do have their uses though, as I imagine you know. The following is from the Speer Rifle and Pistol (Speer make bullets) reloading tables for .308 Winchester rounds (it is where the book fell open too). a 110 gr bullet backed by 36 gr of IMR 4350 power has a muzzle velocity of 1976 fps. a 170 gr bullet backed by 30 gr of IMR 4350 power has a muzzle velocity or 1570 fps. Heavy powder charge with light bullet is fast. Light powder charge with heavy bullet is slower. The following is from the Hodgon Data Manual for reloading Rifle and Pistol (Hodgon makes powder) for .308 Winchester rounds (for consistency). a 100 gr bullet backed by 42 gr of BL-C(2) powder has a muzzle velocity of 2664 fpsa 180 gr bullet backed by 41.5 gr of BL-C(2) powder has a muzzle velocity of 2453 fps. Here, the powder charges are basically the same and still the heavier bullets is slower. Even though heavier bullets are traveling fractionally slower, the heavier bullet has more potential energy and imparts more of that energy to the target. And that heavier impact is why the .45 ACP with its heavy slug is preferred by a lot of shooters over the lighter faster 9 mm. Sure, Ek=1/2mv2. Wasn't disagreeing that a heavy bullet can carry more energy even at lower velocities, I just took issue with the 'bowl someone over' statement. Wasn't my intention to argue specifics of cartridge handloads with someone who does enough handloading (in a sane enough manner) that he has a reference book on the subject handy, you've definitely got the better sources on that. I'm just really hoping to avoid the silly 'bullets so powerful they knock people over' thing. Getting shot is a Significant Emotional Event, it doesn't have to physically throw people around in order to stop them but a lot of people who - maybe without your experience - consider themselves authorities on the subject think a bullet can literally lift you off your feet rather than meaning it as a figure of speech.
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