Jump to content
Ghost Recon.net Forums

If you're doing a mod and need accurate physics...


Recommended Posts

Seems a lot of people just arbitrarily pick stabilization times and recoil values and all sort of things for what "seems right."

I'm personally not that kinda guy. I like stuff to react like it SHOULD react if I actually had it shouldered.

If you're putting together a cool mod and would like some accurate numbers let me know, I may be the guy to ask.

Link to post
Share on other sites
You should do this for the weapons that came with the game.  Cuz something is wrong when an enemy can hit you with a single shot from an AK-47 from 200 meters.

from the hip

Don't ya just hate it when a Ethiopian Rebel on the horizon kills you with a shot from the hip :angry:

Link to post
Share on other sites
RSE have perfected this further in RvS  :rofl: 

yes and added a new terror: Desert Eagle Snipers! :devil:

you know I've often wonderd how you can shoot a bad guy like 10 times before he dies and you can never seem to survive more than 3 hits ...... if you're lucky. Seems to me the rebels are better shots than most ghosts....

CLARK

Link to post
Share on other sites
Seems a lot of people just arbitrarily pick stabilization times and recoil values and all sort of things for what "seems right."

I'm personally not that kinda guy. I like stuff to react like it SHOULD react if I actually had it shouldered.

If you're putting together a cool mod and would like some accurate numbers let me know, I may be the guy to ask.

IMHO, it's a bit of a catch-22, if you will, to try and say "this is how a weapon would "really" react. Everyone handles recoil differently, and everyone handles movement differently. Not only that, but, even people of relatively similar skill levels will shoot differently. So, what may feel or seem right for you, isn't right for me.

Above and beyond that, there's the issue of gameplay. Sure, I could probably design an M4 with accurate "felt" recoil, and stabilization times for someone my size, but it wouldn't be fun. A "realistic" weapon would require much longer to sight at 100 meters, would require re-sighting after each round, and would recoil horribly on full-auto.

In the end, GR is just a game, and gameplay should be the foremost concern - not striving for 100% realism.

That said, good luck. Welcome to the world of GR modding.

Link to post
Share on other sites
  • 2 weeks later...
You know I've often wondered how you can shoot a bad guy like 10 times before he dies and you can never seem to survive more than 3 hits ...... if you're lucky. Seems to me the rebels are better shots than most ghosts...

I made a modification that makes the enemies not have sniper accuracy when they fire fully automatic at you from fifty meters away. They still can shoot accurately enough for them to be a threat, but no more of the fake crap. I grew tired of it quite quickly.

Link to post
Share on other sites
  • 3 weeks later...

Like u say Militiaman, grew tired of the super-elite missing while the untrained rebel can hit ya from 200m without looking at you :angry:

Made my own add-on Mod (BlakOpsWeapons) to give the weapons a more realistic feel (without loosing game-play) including the pre-loaded weapons from GR/DS/IT.

Recently did a weapon set for a mate, which makes the weapons even more innacurate and with lots of tracers - when a group open up at range it looks & "feels" great !!

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...