LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 (edited) [Deleted in place of next post, accidental double post] Edited March 21, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 So, I made a side by side comparison of the two mods you referenced, and also added in 4 other mods dealing with projectiles. No consistency...From vanilla defaults, it appears that smaller mass bullets have a lower "Gravity." 5.56x45mm which lets assume has a 62 grain bullet has a Gravity of 0.4 62 / 0.4 = 155 Alternatively 62 * 0.4 = 24.8 .308 Winchester which lets assume has a 150 grain bullet has a Gravity of 0.3 150 / 0.3 = 500 Alternatively 150 * 0.3 = 45 .50 BMG which lets assume has a 750 grain bullet has a Gravity of 3.5 750 / 3.5 = 214.285 Alternatively 750 * 3.5 = 2625 10x25mm Auto which lets assume has a 180 grain bullet and has a Gravity of 3.0180 / 3.0 = 60 Alternatively 180 * 3.0 = 540 .44 S&W Magnum which lets assume for the last time has a 240 grain bullet has a Gravity of 13.5 (!!!)240 / 13.5 = 17.777 Alternatively 240 * 13.5 = 3240 This does not compute... Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 I did have some things in mind for some scripting, but only basic stuff because of my limited understanding of the system. I can PM you with what exactly I am doing if you're interesting in working together. Still....GRAVITY!! Hahahah....sigh... Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 21, 2018 Share Posted March 21, 2018 I tend to like keeping these things public for a few reasons, but most important is to help others down the road that find these posts years from now, and following that, someone with even more scripting experience may pop over to lend a hand (though I'm in semi-regular contact with some people that would fit that description, so it's not as if I couldn't ask for help). That said, if you're more comfortable with a private message, go for it. Regarding gravity, I would really just test with different settings and either time it or use bullet marks on a wall. Then you can more or less work it out yourself if you know what the real-world values would be. It would probably be useful to set up some stuff for these tests, like increased draw distance and minimised bullet spread. Maybe even script a new bullet that will print the coördinates where it struck something, or place an item there for a quick visual. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 To put it briefly, the mod I am creating is a rudimentary implementation of FO4 crafting, coupled along with weights, equipment and ammo balancing with some lore-friendly changes, and of course what we've been talking about, the infamous projectile. Once I have something solid together, I wanted to ask a few mod authors of some, at least of what I consider to be, core Fallout mods that are no longer needing to be updated and asking permission to stitch them together with my mod so it isn't compatibility hell like many of the large mods I see are. This part is not necessarily essential to my mod, but it would be incredibly beneficial to the mod user. I already have a couple smaller mod authors allowing me to incorporate theirs into mine. I'm trying to think of it something as the YUP of munitions and crafting. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 (edited) I have no experience in working with worldspace or cells (though I haven't had a reason to learn.) NPCs are not the focus of my mod (especially since I plan to make a separate mod merge for that if I ever get to it, I already have my own personal one.)What I am interested in (or finding someone who already knows how to and wants to) working with static/moveable static objects and meshes. I do plan to add a few new unique weapons to fill the gaps in vanilla. I can't find that someone else that has made them yet so someone who can work with models and textures would be awesome (I can't even get Nifskope to run on my pc for some reason...) Some of the ideas in the changes have to do with scripting but that is mostly dealing with munitions and crafting, though this windspeed thing does have me interested (though perhaps excessively realistic and perhaps brutal to calculate and script in the engine.) I know there's a mod called JIP Weapon Overheating I can think of some ideas to script something into. Also, if you have any ideas, new or on the backburner to add into the mix of what I am putting together I'd like to hear it. Edited March 21, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 21, 2018 Share Posted March 21, 2018 Sounds great. I don't know that it's like YUP in that YUP tries to fix bugs and you seem to be trying to improve the game in a general way, but it sounds like a great concept. I can do (almost) everything but animation, and do it on a regular basis, but I don't want to commit to anything too big as I'm often spreading myself too thin helping people. I've just realised how much stuff I'm trying to get done for how many people, and it's a bit scary. But you're always free to ask me and I'll always do it when I have the time. If you're looking for realism, something I've always found odd is that magazines and clips are seemingly in infinite supply and you never need to do anything with them manually (like load them, or if you have a magazine with three bullets and one with five, combine them, or if you don't have any more, be unable to reload your gun without loading your magazine). My game (Road Fever) addresses this and to my knowledge is the only game that does. Probably a bit too involved a change to get the balance right on, but you're free to consider it. I can help you with scripting. It's my favourite part of game development these days, though I come from a visual background originally (and have a degree in music, and was a physics major before that, if you couldn't tell). Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 (edited) There is actually I mod I have used for a long time that partially addresses this issue flawlessly.https://www.nexusmods.com/newvegas/mods/48242It makes it so that when you reload a partially filled magazine it adds a "partial magazine" to your inventory that you have to unload (with an animation!) You can also reload with a partial. This is actually one of the mods I was wanting to incorporate into mine. The only missing elements would be having to have the magazines as a separate object in the first place and the actually reloading the magazines in real time. This last part could theoretically be an adjusted copy of the unloading scripting using the same animation, though I can't say for certain. I am calculating weapon weights with a magazine included. Perhaps somehow this mod could be altered to add in that magazine weight on top of the bullet weight for partial magazines and to use magazines as a separate object in the first place. Somehow it would have to detect what kind of magazine it has if you wanted to get detailed. A less complex workaround would be: empty magazine weight / magazine bullet capacity = X --> then X + single ammunition round weight = combined weight. That way a lets say a magazine has a capacity of 12. Those 12 bullets already factor in the weight of the 12 bullets plus the empty magazine weight. EDIT: Thinking about this workaround again it wouldn't work at all. This would somehow have to differ depending on the weapon used. If 2 different weapons used the same ammunition but different magazines the value would have to be different and couldn't be applied to the ammunition weight. There are also several weapons that have a expanded capacity addon mod, they would throw this value off. But considering the alternative for these weapon mods having an actual physical "modded" magazine that presents it's own challenge. Of course, this is all assuming I'd have permission to alter this mod as well as integrate it into mine.On top of that, I am working in a new dynamic of re-chambering to different (feasible) calibers via crafting menu which I made for vanilla weapons a while ago. This would also throw this weight value off.On a side note, Hitman47101 made an animation mod that I am interested in. I haven't tried it yet but it looks really cool, especially if you have your HUD removed it would be important.http://www.gunetwork.org/t6038-release-animated-ammo-weapon-condition-checking Edited March 22, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 21, 2018 Author Share Posted March 21, 2018 (edited) Also, regarding what you were saying about your schedule, I am in no rush. I am just now building the platform up from vanilla from my archive of personally created mods all the while outlining what I'm wanting to do on top of that. I don't want to get ahead of myself because that leaves too much room for error and backtracking. However, I am keeping a log of things I would like to do as things progress so anything in the meantime will be noted.EDIT: Anyways, this is getting quite a bit off topic from what the original post is about. We'll talk about it more. Help!!Gravity Impact Force I am in need of the numbers on how to calculate these two values. Anyone? Edited March 22, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 23, 2018 Share Posted March 23, 2018 That mod looks fantastic. I would still want to have to deal with real magazines, personally, but that's still great to see. For your own mod, I'm not sure I see the problem with the magazine weight and bullet weight, as it would just be specified in the script to grab the value of each, but eventually, modded games will necessarily pose a problem in that they won't have magazines as part of their functionality unless you essentially generated them dynamically at run-time based on other numbers that we know the weapons will all have (like make the magazine's weight based on an equation that essentially divides the weight of the gun by some number or multiplies the weight of the ammo). In that case, the animations simply wouldn't match up, I suppose, but it's still more realistic than it is now. Again, just something to think about, not a necessary change. In fact, all the military people I've ever asked about this have said they wouldn't bother with making it a game mechanic, funny enough. That Hitman mod link wants me to log in, unfortunately. For the record, this type of discussion wasn't really what I meant I liked to keep public, haha. I meant if we were about to start exchanging scripts and stuff right now, and you going to run tests and report back, that stuff is best done publicly so that either lack of experience or simply not having an outside perspective/time away from your/our project wouldn't get in the way. But all this stuff we've been discussing is not something I have any reason to want to keep public (though someone else may come by and want to work on your project, so who knows). Hope someone can help you with your gravity problem, but I do expect you to have to run your own tests. Best of luck. Link to comment Share on other sites More sharing options...
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