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squiros

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Posts posted by squiros

  1. parabellum writes an excellent article on damage. my own findings are slightly different.

    for testing purposes, i've disabled fog entirely and am using a trainer to tell me the distances inside ghost recon.

    for example, let's say we have a muzzle velocity of 1000, we want 100% kill probability at 500 meters. plug the values in and you'll discover that your gun does nowhere near 100%. or even 90%. or 10%. in fact, the gun that has 100% kill probability at 500 meters does papercut damage, it actually takes 100..200 rounds before an enemy will die. this means that there is no minimum percent to die either. furthermore, setting all parameters to 0 will cause no one to die - everyone is shooting bean bags and nobody will ever die, further demonstrating that there is no probability minimum. one theory is that the damage has rolled - that is, the game only tracks say 65535 damage, after which it starts again from 0. so doing 65536 damage will actually be doing 0 damage. furthermore, all of the gun's damage is contained within the gun file - no outside barrel lengths, energies or other information is necessary. it may be the gun model, the qob file. however, setting all the guns to beer cans or cigarettes did not yield observable differences. it could be the reticule, however, setting the rifles to have hand gun reticles or any combination thereof did not yield observable differences.

    velocity coefficient

    there is a vc0, vc1 and vc2. parabellum, like me, assumed the quadratic. c=vc0, b=vc1, a=vc2 for the standard ax^2+bx+c. however, the quadratic equation of a bullet is actually its position, not its velocity or acceleration. it's not used to calculate the velocity either, since velocity is the first derivative of position, 2ax + b. furthermore, there is no bullet drop, meaning the game isn't calculating position anyway. so here we know that force, or stopping power, is .5*m*v*v or m*a where m is the bullet. but there's no bullet weight. . . or is there? there is a magazineweight and a magazinecapacity tag. the game could feasibly take the bullet weight by weight/capacity. that turns out to be incorrect, since setting the magazine weight to 0 should 0 the mass and all forces associated with it. at 0 mag weight, killing enemies is still possible. also that still doesn't answer why there is vc0, vc1 and vc2. so maybe v0 is initial velocity and vc1 and vc2 are velocity constants for ax+b. this is not the case. by setting vc0 and vc1 to 0, and setting vc2 to 4000, it's possible to get 1 hit kills. this occurs even with vc0=0;vc1=4000;vc2=0 and with vc0=4000;vc1=0;vc2=0. this means that every variable adjusts for damage, however, it's not clear how exactly. v0 in physics is classically used as initial velocity. however, in ghost recon this is clearly not the case, since it's possible to kill enemies at 200 m with a bullet that supposedly drops out of the barrel.

    this doesn't even begin to address killcoefficient. setting 1 or the other to 0 won't make a harmless gun. setting both to 0 will make a harmless gun, regardless of your other parameters. setting your velocities all to 0 will also make a harmless gun.

    regardless of what's happening, we can use statistics. [vc0 vc1 vc2 k0 k1]

    the 50 cal mg: 860 -7.7e-1 3.5e-4 2e-1 4e-3

    5.56 : 930 -1.02 3.2e-4 5e-1 2e-3

    9x19 in smg : 410 -6.9e-1 4.1e-4 -1e-1 4e-3

    45 handgun : 244 -1.7e-1 -1.6e-4 -6e-1 1.5e-2

    the 50 cal is the most powerful, then the 5.56, smg and handgun. here we note that there is no consistency for v0 as it relates to raw damage. or v1. . . or v2. . . etc. so here the strategy is to email ubisoft how to calculate damage to which they reply 'your question involves information regarding internal code and will not be revealed'.

    it's possible to isolate each variable and note the effects. however, halving say vc0 yields inconsistent results - that is, halving may cut damage by 5%. . . unobservable except through thousands of trials. doubling vc0 does not double damage - meaning that the damage is already near max, or likely to be at or near 90%. because of possible roll points in damage, this becomes a severely complex endeavor.

    i believe that the prj file uses exactly the same damage parameters, except at the point of impact. for example, the frag grenade has the EXACT same parameters as the 5.56 round. so does the AT4. its kill probability is comparable to the 5.56 at equivalent ranges. for a higher damage, copy the dragunov's damage or for much higher, use the m82.

    lastly, there is a distinct damage difference between single player and multiplayer. it's possible that multiplayer halves or quarters the damage. regardless, the damage reduction is significant.

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