SKKmods Posted June 9, 2022 Share Posted June 9, 2022 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. Link to comment Share on other sites More sharing options...
South8028 Posted June 9, 2022 Share Posted June 9, 2022 uGridsToLoad set to 25? Do you have a NASA computer? ) Link to comment Share on other sites More sharing options...
SKKmods Posted June 9, 2022 Author Share Posted June 9, 2022 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). Link to comment Share on other sites More sharing options...
South8028 Posted June 9, 2022 Share Posted June 9, 2022 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. Link to comment Share on other sites More sharing options...
SKKmods Posted June 9, 2022 Author Share Posted June 9, 2022 (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 . Link to comment Share on other sites More sharing options...
South8028 Posted June 9, 2022 Share Posted June 9, 2022 (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. ) Link to comment Share on other sites More sharing options...
DiodeLadder Posted August 30, 2022 Share Posted August 30, 2022 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: Link to comment Share on other sites More sharing options...
Recommended Posts