Introduction
I hope that you find the following information
useful in your modding. Please, feel free to use the formula
listed to create your own Ghost Recon weapons, or use the
data that I’ve already calculated and listed. Just select
the proper (or closest) caliber and barrel length for your
weapon. I would like to ask, though, that you give me credit
in your mod’s documentation if you use the data and/or formulae
listed. I’ve researched and compiled all of the data and formulae
listed on my own, consuming countless hours of my time, all
for your benefit. I’d appreciate a little pat on the back
for it…
If you have any questions, please make sure
you’ve read through this entire tutorial, and e-mail me at
Parabellum@ravenmouth.org,
or visit the Weapon Mods forum on this site, and see if the
answer you need is there. I do my best to answer each question
that is asked of me, but please make sure that I haven’t answered
that question already for someone else. Please note, though,
that I will not calculate ‘custom guns’, as I’ve given you
all of the tools and information necessary to make your own
guns.
Good Luck!
Ghost Recon
Velocity/Damage Chart
Index of Terms
Effective range of weapons
Velocity Formulae
Damage Formulae
Damage Table
Thoughts and issues
Ghost Recon
Velocity/Damage Chart
Caliber |
Vc0 |
Vc1 |
Vc2 |
Dc0 |
Dc1 |
muzzle
|
25m |
50m |
100m |
.338
24" barrel
|
908.6
|
-0.81774
|
-0.0009086
|
1.31
|
0.011
|
99
|
99
|
98.9
|
98.8
|
.308
24" barrel
|
831.6
|
-0.740124
|
-0.0017464
|
1.007
|
0.004
|
97.2
|
97.1
|
97
|
96.6
|
308
20" barrel
|
786.6
|
-0.900
|
-0.001134
|
0.971
|
0.004
|
96.9
|
96.7
|
96.6
|
96.1
|
7.62x39
20" barrel
|
725.3
|
-0.0638264
|
-0.0023236
|
0.641
|
0.003
|
95.1
|
95.1
|
95
|
94.7
|
.223
24" barrel
|
1024.64
|
-0.922
|
-0.001034
|
0.392
|
0.002
|
96
|
95.8
|
95.6
|
95.2
|
.223
20" barrel
|
970.2
|
-0.823284
|
-0.0009148
|
0.378
|
0.002
|
95.6
|
95.4
|
95
|
94.7
|
.223
16" barrel
|
914.76
|
-0.823284
|
-0.0009148
|
0.363
|
0.002
|
95
|
94.8
|
94.6
|
94
|
.223
10" barrel
|
831.6
|
-0.723492
|
-0.0035759
|
0.349
|
0.002
|
94
|
93.7
|
93.4
|
92.3
|
9x19mm
SMG
|
366.52
|
-0.329868
|
-0.008
|
0.359
|
0.0065
|
90
|
89.3
|
87.9
|
80.3
|
9x19
SMG-SD
|
308
|
-0.27104
|
-0.009
|
0.359
|
0.0065
|
86.2
|
85.2
|
82.7
|
67.3
|
SS190
P90
|
715
|
-0.63635
|
-0.019
|
0.162
|
0.0025 |
92.8
|
92.3
|
91
|
83.5
|
SS190
P90SD
|
300
|
-0.267
|
-0.008
|
0.068
|
0.011
|
90
|
89.3
|
87.5
|
76.4
|
.45ACP
UMP 45
|
351.12
|
-0.319519
|
-0.006
|
0.434
|
0.016
|
95.3
|
95
|
94.4
|
91.6
|
.380
3" barrel
|
308
|
-0.2618
|
-0.063
|
0.2
|
0.004
|
77
|
69.4
|
29
|
N/A
|
9x18mm
4" barrel
|
308
|
-0.2618
|
-0.063
|
0.211
|
0.005
|
81.5
|
74.9
|
20
|
N/A
|
9x19mm
4" barrel
|
300.3
|
-0.27027
|
-0.037
|
0.359
|
0.0065
|
85.6
|
82.5
|
68.3
|
N/A
|
10mm
5" barrel
|
363.4
|
-0.32706
|
-0.045
|
0.471
|
0.010
|
93
|
91.8
|
84.9
|
N/A
|
.40 S&W
5" barrel
|
292.6
|
-0.266266 |
-0.031
|
0.380
|
0.010
|
90
|
87.7
|
79.3
|
N/A
|
.45 ACP
5" barrel
|
261.8
|
-0.243474
|
-0.02
|
0.434
|
0.016
|
92
|
90.5
|
86.2
|
N/A
|
.357Mag
8" barrel
|
431.2
|
-0.38808
|
-0.009
|
0.435
|
0.007
|
93.3
|
92.8
|
91.9
|
87
|
.44 Mag
8" barrel
|
415.8
|
-0.382536
|
-0.006
|
0.719
|
0.008
|
94
|
93.7
|
93.1
|
90.3
|
.454casull
8" barrel
|
585.2
|
-0.52668
|
-0.0005852
|
1.012
|
0.009
|
97.1
|
97
|
96.9
|
96.7
|
Index of Terms:
Caliber: caliber of weapon and barrel length
Vc0: muzzle velocity, enter in Vc0 data
field
Vc1: enter in Vc1 data field
Vc2: enter in Vc2 data field
Dc0: damage coefficient 1, enter in Dc0
field
Dc1: damage coefficient 2, enter in Dc1
field
Muzzle: percent chance of a wound in center-mass
at the muzzle
25m: percent chance of a wound in center-mass
at 25m
50m: percent chance of a wound in center-mass
at 50m
100m: percent chance of a wound in center-mass
at 100m
Issues: I have purposely inflated the rate
of velocity loss in handguns, for two reasons:
- to illustrate the futility of using
handguns at long-range
- to keep people from using their primary
weapon to zoom in on a target at long range, then switch
to a silenced secondary and shoot the target.
Effective range of weapons:
Sniper rifles (24" barrels): As far
as you can see
Assault rifles (20" barrels): Varies.
Effective to 400m+, accurate to 150m or more.
Sub-machine guns: 50m (max range: 100m –
150m)
Handguns: 25m (max range: 50m)
Magnum handguns: 50m (100m with a scope)
max range: varies, not more than 150m
Velocity Formulae
Note: The following information is intended
for advanced users only. You will need a good knowledge of
algebra, and a scientific calculator to complete the required
operations.
What you need:
Muzzle velocity, in Mp/S
Amount of velocity the weapon keeps
at optimal range.
For example, 90% @ 50m
- Find Vc0:
This one is easy. Vc0 is muzzle velocity
in meters per second (Fp/S)
- Find Vc1
Percent of velocity kept @ chosen range
x muzzle velocity = A
Example: .9 x 366.52 = 329.868 (P x V=A)
Divide A by –1000. Answer is Vc1 (A/-1000=Vc1)
- Find Vc2
Vc0 + (Vc1 x R) = B
Add muzzle velocity to (Vc1 x range at which
you selected in the beginning) = B
Example: 366.52 + (-0.329868 x 50) =
350.027
B - .9* x muzzle velocity = C *Or whatever
ratio you chose in the beginning
B – PM = C
Example: 350.027 – 329.868 = 20.159
Divide C by negative Range^2 C/-(R^2)=Vc2
Example: 20.159 / -(50^2) = -0.008 This
is Vc2
Damage Formulae
Note: The following data is intended
for advanced users only. You will need a good knowledge of
algebra and a scientific calculator to perform the operations
listed below.
You will need:
Muzzle velocity, in Feet Per Second
(Fp/S)
Muzzle energy, in foot-pounds (ft/lbs)
- Find Dc0
Divide energy by velocity. E/V = Dc0
Example: 200/1000 = .2 The result
is Dc0
- Find Dc1
Find appropriate damage on
chart
Example: 90% = 1000
Damage = (Dc0 x V) + (Vc1 x V^2)
Example: 1000 = (.2 x 1000) + (Vc1 x
1000^2)
Simplify this operation:
Example: 1000 – (.2 x 1000) = E
1000 – 200 = 800
Divide E by Velocity^2
Example: 800/1000^2 = 0.0008 This is
Dc1
Put these variables in the appropriate fields
in the Gun Editor within IGOR.
Damage Table
Find the appropriate chance of wounding
from a center-mass hit at the muzzle on the left, and look
to the total damage value on the right. Use this in step 2
of the damage formula above.
- 10000
- 3300
- 2000
- 1425
- 1000
- 770
- 665
- 587
- 500
- 435
- 400
- 370
- 333
What these numbers mean:
GR uses your velocity/damage values to
find a total damage value, which it will then check against
the appropriate body region in cmbtmodl.xml. For instance,
an MP5, at point blank range, will cause 1000 points of damage
to the torso. To calculate the chance of incapacitation, GR
uses this formula:
1 – (x/D), where X is a value assigned
a body region in cmbtmodl.xml, and D is the total damage done
by your weapon. Our MP5’s damage to the torso would look like
this:
- (100/1000) = .900
This means our MP5 has a 90% chance of
wounding our target.
For a headshot, the equation looks thus:
1 – (10/1000) = .99 So a headshot with
our MP5 at point-blank range is pretty much guaranteed to
stop our target.
Thoughts
and issues:
Wound vs. Kill:
Ghost Recon’s damage system can be
a little confusing. OK, a lot confusing. When you fire and
strike your target, you have a certain percent chance of causing
a wound to your target. By default, everyone can receive one
wound. Your stamina increases the number of wounds you can
receive before dying, according to the number of stamina points
you can have. This is one reason people sometimes have to
shoot an enemy several times, even with M16’s and L69A1’s;
the target has a high stamina. If my understanding of GR’s
combat system is correct, any excess energy remaining, after
causing the wound, is contributed to another wound. Therefore,
if you receive a 9mm round to the head, and the headshot requires,
say, 500 points to cause a wound, and the 9mm does 750 points,
you will die, as you have received more damage than you can
take.
I’ve done my best to keep the velocity/damage
done by weapons as realistic as possible, while at the same
time balancing the weapons as best I can. Following are some
issues/concerns that I’d like to address:
You’ll notice that handguns have a N/A
in their 100m fields. This is because, in reality, a handgun
is really only useful out to about 50m, at most. Most handgun
battles take place within 7m, but the effective range of a
handgun is about 25m. Therefore, the velocity/damage of handguns
decreases gradually out to about 25m, then drops sharply until
it reaches about 50m, after which point it becomes almost
nil. Note that magnum handguns do have greater range than
normal-caliber handguns, but their effectiveness beyond 50m,
or even 25m is truly realized only with the use of a handgun
scope. Even so, magnum handguns are of little or no use beyond
100m. Good luck hitting your target at that distance!
Sub-machine guns have a greater range than
handguns, with their effective range being 50m, and their
maximum effective range being about 100m. Most sub-machine
guns do little or no damage beyond this point, and they aren’t
very accurate at 100m+ either. You should also notice that,
at close ranges, sub-machine guns do have a lot of stopping
power, comparable to that of .223 caliber weapons. However,
their stopping power diminishes very quickly beyond 50m, so
if you’re expecting some medium- to long-range firefights,
a sub-machine gun probably isn’t your best bet.
Carbines have a good combination of maneuverability
and stopping power, with their total energy being just shy
of full-length assault rifles. Their main drawback is lack
of accuracy at long distances. Effective range for carbines
is anywhere from 250m to 300m, though, in most cases, only
snipers engage at that distance in Ghost Recon.
Assault rifles have good range, and will
put a man down pretty much anywhere on the map, as long as
you can see him. As with carbines, though, you probably won’t
be engaging any targets beyond 75 to 100 meters.
Sniper rifles aren’t too much more powerful
than their shorter-barreled kin, provided they are of the
same caliber, though they are more accurate and have high-magnification
scopes, making them very useful for long-range engagements
in Ghost Recon. I’ve tested sniper rifles out to 500m on a
custom shooting range I designed for Ghost Recon, and I’ve
found that, while they are quite capable of putting down your
target at that distance, even the most accurate sniper rifles
are only accurate to maybe 200 meters in Ghost Recon. I’ve
taken gameplay concerns into account while calculating this
data, so some parameters (pistol velocity loss, for example)
have been exaggerated, in order to better balance the game.
If you need a good source of ballistics
information, I’d suggest going to www.hornady.com
, or www.remington.com
, as both sites have excellent databases of ballistics
information. Remington has, by far, a larger selection of
cartridges to choose from, but Hornady’s chart is more concise
and easy to navigate.
Lastly, I make no claims of being the
guru of gun-modding, nor do I claim that my data and/or methods
are always right. Should someone from RSE correct any mistakes
I’ve made, I’ll be more than happy to reflect those changes
in this and other tutorials.
I do plan on releasing another tutorial
covering the remaining aspects of weaopns modding in the coming
weeks. I chose to do this one first, as it’s by far the hardest
part to get right.
Cheers,
Para
|