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LonesomeCoyote

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Perhaps it is a performance saving thing. I don't run my game on super high settings or use really high poly mods. It's kinda a potato so I treat it as such. All I know is if the projectiles are centered in my camera, they behave differently than when I am not looking. Sometimes they don't even leave impact destruction if I'm not looking.

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I'm wondering though, if I should use this "uniform" landing effect to call my dead center for my measurements or the relative center of the average landing area at regular game speed... debating, what are your thoughts? Since it seems to be the only consistent measurement I can get.

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I'll have a look, which will inform me on what I think you should use. I'm suspecting that I'll get different results to yours at regular speed. If I don't, then I may lean in favour of regular speed, but otherwise, I think I'd go with the slowed down speed that yields more consistent shot placement, because in that case, at least in my theory, the game is attempting to get that result, making it account for deviations better than if you use your game's regular speed when there are so many possible variables between PCs.

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On a side note, I was testing it again and while I got the same result at lower sgtm, at regular game speeds my grouping was tighter (probably within about 100 units instead of 280.) Gonna mess with it a bit more then I'm going to go back to calculating case weights because at least that's consistent. Hollow truncated cones at least have an established formula.

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