Minimaps, 9mm sidearms and more..

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Post by Death_dx »

[R-MOD]Masaq wrote:ALso add to the equation the fact that Wikipedia isn't actually a reliable source.

It's more of a MMORPG where players have to sneak a load of false facts into an imaginary online encyclopedia, whilst simultaniously trying to stop others from getting their false facts into it.
Uh, so do you have a more reputable source that disagrees with what I posted?
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Post by Dunehunter »

Masaq, still got that link to that FBI document?

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

...back on topic
Outlawz wrote:3. The SVD's rate of fire is 30 rpm, meaning you can only fire one shot every 2 seconds per minute.
In-game you can fire the SVD very rapidly and while it may not be accurate, it's non-realistic since the SVD isn't capable of such ROF in real life.
Decrease the ROF on SVD.

Proof link:
SVD Sniper Rifle

4. Increase the hand grenade fuse and reload to 4 seconds. Probably already been said a hundred times.
In response:

#3 "one shot every 2 second per minute" should read one shot every 2 seconds for 20 seconds (ie time it will take to expend a 10 round magazine). As already stated, this is the effective rate of fire. This means the time to settle from recoil, readjust aim, steady breathing and fire. It has nothing to do with the cyclic rate of fire (except must be less than or even to the cyclic). To achieve this, maybe the "ObjectTemplate.deviation.setFireDev" needs to have values of, "X/Y/60X"(where "X" is the random deviation added you want added, "Y" is the random deviation added per shot you want added and "60X" is the amount reduced every sever frame (once every 1/30 second)). This would make steady time, for random deviation due to shooting, 2 seconds.

#4 There are a few problems with the grenade system. One of which is the fuse time. The main one is the fact that you can "cook-off" indefinitely by holding your alternate fire key. I don't think the grenade can be made to go off in your hand as it doesn't exist exist as a projectile in while being "cooked off". I don't think it's possible to have it act as a stationary projectile which exists as soon as you press your alternate fire key and then flies off with the required velocity once the key is released. To overcome this I think there needs to be a new animation which has the grenade being pulled back slowly with both hands, while holding the secondary fire button. Once released the other hand would pull the pin out while hand grasping the grenade would commence the throwing animation.

Back to the fuse's delay. There are three components to the grenade throw. The "ObjectTemplate.fire.pullBackTime", which determines how long it takes the grenade to be pulled back (animations must be matched accordingly). Secondly there is "ObjectTemplate.fire.fireLaunchDelay", which determines how long it takes before the throwing part of the movement is complete (again must be matched to the animations). Finally there is "ObjectTemplate.timeToLive". This one determines the time, once the grenade has been launched, until the grenade detonates. This one is special since the ''Continuous Random Distribution'' (CRD) functions can be used with it. Currently it is set with no random distribution at 2.8 seconds. One may set it to follow a uniform, exponential or normal distribution with a range of values. You could use this to model the slight inaccuracies in the fuse's time.

Strictly speaking the fuse time is the "ObjectTemplate.fire.fireLaunchDelay" time plus the "ObjectTemplate.timeToLive" time and plus part of the "ObjectTemplate.fire.pullBackTime" for the primary fire. For the secondary fire it would be the same but also would include the time being held. If my idea was followed through then they both could be almost the same.

If we took the M67 which has these properties currently:

Code: Select all

rem ---BeginComp:ThrownFireComp ---
ObjectTemplate.createComponent ThrownFireComp
ObjectTemplate.fire.fireLaunchDelay 0.39
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0/0/0.2
ObjectTemplate.fire.fireLaunchDelaySoft 0.8
ObjectTemplate.fire.showWeaponAfterReloadDelay 0.1
ObjectTemplate.fire.pullBackTime 0.9
rem ---EndComp ---
...
ObjectTemplate.timeToLive CRD_NONE/2.8/0/0
Then we could make some changes to make it better. Apparently the fuse in it detonates the grenade between 4 and 5 seconds if the grenade is not defective (Source: FM 3-23.30 Chptr 1 Types of Grenades). Therefore the three functions should be as follows:

ObjectTemplate.fire.pullBackTime 0.9
ObjectTemplate.fire.fireLaunchDelay 0.39
ObjectTemplate.timeToLive CRD_UNIFORM/4.01/3.01/0

This assumes that the when the grenade pulls back, it takes .3 of a second to pull the pin out and the remaining 0.6 of a second to bring the grenade fully back. Also it assume that the chances of the grenade exploding at any point within (and including) 4 to 5 seconds is equal to any another.
Last edited by nedlands1 on 2008-02-19 16:06, edited 1 time in total.
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markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Post by markonymous »

i dont really understand the argument about the helmet stopping a 9mm or not... it will most certanly stop a 9mm and even 7.62 in some cases
The PASGT Helmet is said to have stopped rifle rounds on occasion, most commonly 7.62x39mm (AK) rounds (in one account the PASGT Helmet is credited with stopping an M43 round from approximately 25 meters)
another thing im a bit annoyed at is that the C4 still can't blow up a tin can of an apc.
Last edited by markonymous on 2008-02-19 17:39, edited 1 time in total.
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Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Death_dx wrote:Uh, so do you have a more reputable source that disagrees with what I posted?
I wasn't saying your comments were wrong. I was saying that it's sloppy to reference to Wikipedia, as WP is pretty much the Internet's #1 retail outlet for fresh male bovine droppings. Wikipedia does usually include links to more reliable sources (at least, any page on WP even slightly worth trusting will have them, and it's those that people should be referencing in support of statements. Call it academic snobbery if you like, but it's a point worth making.

But sure, I have a more reputable source if you want one :)

[R-MOD]dunehunter wrote:Masaq, still got that link to that FBI document?
Sure^2.


PATRICK, U.W. (1989) Handgun Wounding: Factors and Effectiveness. Virginia: Federal Bureau of Investigation.
Available Online: http://www.firearmstactical.com/pdf/fbi-hwfe.pdf and in html: The Gun Zone -- FBI Handgun Wounding Factors and Effectiveness


Wish more people on these forums would read it; it's a VERY good explaination of what happens when somebody is shot by a handgun, and also mentions wounding by high-velocity bullets in comparision.
Last edited by Masaq on 2008-02-19 20:01, edited 1 time in total.

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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

another thing im a bit annoyed at is that the C4 still can't blow up a tin can of an apc.
One C4 on an APC will set it on fire, and it will explode in about 10 seconds.

Anyhow, I think it's pretty obvious that the grenades need some fixing, but if you pay attention to the animation you'll see that the spoon is not released. So when you're holding the grenade after using secondary fire, the pin is pulled but the fuse is not activated. So the only thing needed modified is the fuse time itself, which is easily done by changing 2 numbers.

This thread is a haven for falsities of all sorts, but I have to go to practice, so I'll leave them for later. But the FBI report is a good place to learn about the ACTUAL wounding characteristics of handguns.
[R-CON]creepin - "because on the internet 0=1"
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

DeltaFart wrote:I love that, hey someone see how fast that was, and multiply it by however much to get a minute, there's your ROF RPM :D
About 600rpm I think
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