...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.