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Fake rangedata for weapons.


L0bban

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Well, this is about ranges for weapons. First, know this, I'm a newbie modder. =0)

 

As far as I understand there is no specific rangedata for how far you can shoot with a weapon. At least not In every usermade mod I've seen this far where they say range is + this or - that compared to original values: The only thing changed is the rangeparameters in the object/items/weapon window, which (according to GECKwiki) only affects from which distances the NPC AI will choose to use the weapon.

 

For a BAD example: The Sawed-Off Shotgun. The reason that you can't hit anything in VATS at long distances is simply because it has a terrible spread value, NOT the range, because in theory it has same actual range as a sniperrifle. Well, this simulates well at medium to long distances, but the funny thing is that it is the worst weapon in VATS even at close distances (only good at pointblank) because of the "cheat" of simulating a sawed-off only by reducing the games calculated accuracy, not distance, and therefore screwing up accuracy even at distances where it should be the easiest weapon to handle even in VATS. This is probably done because it can't be done any other way, I guess. Yes, a sawed-off isn't a weapon meant for aiming, but you don't hit WORSE if you aim...

The fact that Sawed-Off is using several projectiles don't affect the cheating in VATS, but in real-time this cheat seems to make the shotguns realistic. But it's still a cheap way of doing it.

 

Why this post then? Well, Some final questions and thoughts:

1. Am I right or...? Is it really this bad or has I missed something? Is there a way to adjust real ranges, not just how the AI uses the weapon, or by faking it by changing the spread.

2. Right now I haven't found any way in GECK or any mod that fixes this shortcoming. So in reality you can't make a shortrange bullet-weapon that is accurate at close ranges without making it accurate at long (for example a 22LR pistol is impossible to simulate in a realistic way in Fallout3) and ALSO at the same time MAKING it a long range weapon... Weird, or has someone done some coding or scripting that makes this possible?

3. If I'm totally of the track here, tell me. =0)

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What i have done is edited the projectile properties "ShotgunShellProjectile" to speed 9000 and gravity 1.

What this does is causes the projectiles to arc toward the target in real time. This will cause the projectiles to do this over range. I have done this with all in game projectiles modeling them from real world stats of various calibre weapons complete with assigning damage values (equal to impact energy in joules/20) and physics impact energy (foot lb energy/100)

 

so therefore 7.62mm Tokarev (my 32 cal replacement) has a muzzle velocity of 1550 fps (speed 15500) impact energy of 610 joules (31 damage) or 350 foot lbs (3.5 GECK impact force)

 

Obviously when you throw gravity into the equation it makes things more interesting. At long range with slow velocity weapons you must aim off to allow for drop and target motion. Its quite fun playing around with just that.

 

if your bored plug these in and have a look - see if this helps your query

 

game ammo / real world eqiv / velocity / gravity / Impact force / Damage / wt/100

32cal / 7.62 Tokarev / 15500 / 1 / 3.5 / 31 / 4

10mm / 45 ACP / 10800 / 1 / 5 / 28 / 5

44 mag / 44 mag / 15000 / 1 / 12 / 75 / 7

5.56mm / 5.56NATO / 30100 / 1 / 13 / 75 / 4

308cal / 7.62NATO / 28000 / 1 / 24 / 160 / 9

shotgun shell / 12g 00 Buck / 9000 / 1 / 18 / 135 / 20

 

FOR INTEREST :rolleyes:

7.62x39mm / / 22000 / 1 / 14 / 75 / 8

338 Lapua / / 30000 / 1 / 48 / 300 / 20

50cal BMG / / 30000 / 1 / 130 / 900 / 35

rocket / 66mm HEAT / 6000 / 1 / ludicrus / insane / 3500

 

These are real world values averaged from Wikipedia.com they are based on mass v velocity and do not take into consideration the frangible characteristics or ballistic coefficent of projectiles, nor the barrell length of the fire arm used. Use a basis for middle of the road blueprint for any subsequent development :blink:

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Thanks, this sounds great!

 

One follow-up question; do you (or anyone else) know how those changes would affect the enemy AI? I guess that the AI wont be able to compensate for their aim and therefore aims straight at you even if the bullet drops, and bcz of that miss or hit low.

Is it possible to make only the players bullets drop/have gravity and not the NPC's?

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