STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
42
游戏中
394
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
正在显示第 41 - 50 项,共 201 项条目
8
Improved damage falloff curve
9
1. Grenadedirect damage 2. Sunglasses
8
Improved damage falloff curve
引用自 Blueshy
引用自 1 share = 1 prayer
I proceeded to write a script that could generate a curve given the initial value, half-life, and desired number of points. This means if you can find data on the kinetic energy of a bullet you just need to eyeball the half-life and key it into the script. The script generates curves into a format you can just copy and paste into the theater file.

Half lives, kinetic energy, scripts computing it... love it!!! (My degree is in nuclear engineering.)

Although, I would have expected a logarithmic curve fit more than exponential one since at some point the bullet will lose enough energy to tumble and rapidly decay in energy. I still think that might be a more realistic representation of a bullet's actual "killing power." Your referenced source indicates that the *kinetic energy* falls off exponetially, but that is different than the actual *damage* a round might cause. Still, it it is interesting. I would like to see more sources for data. My original comment hinted at creating an equation that we could use to accurately generate quasi-realistic data for any round given a few different parameters that exist in the insurgency game already. That way we could integrate it into the ammuntion script writer to create damage tables for every type of ammunition in Sernix based on the known parameters of every weapon/ammunition. There are still unanswered questions around how may points we can feed into these scripts (the resolution) before we begin to encounter problems. Currently there are only two points and presumably the game is doing some sort of linear interpolation between them.

I think Daimyo's fear of having separate ammunition for each gun on sernix is solved when we switch to generating theater files from a script that automatically computes and outputs all the data. Indeed, for a human to manage changing and tweaking such a large file would be unfeasible but if we manage it in the style of a database...

I think this is where I will focus all my efforts after completing the weapon weight adjustments. I think once we properly set this all up it will free up a lot of time and energy to focus on implementing actual new features/scripts rather than worrying about being able to implement and control all the variables in the theater files manually.
I think penetration and hitgroup multipliers are enough to account for terminal ballistics unless you want to deal with bullet yaw and tumbling. Damage can just be the raw energy of the bullet.

We can actually calculate base damage(muzzle energy) for each gun based on the barrel length and optimal burn length of the cartridge with respect to some arbitrary damage value and generate an ammo for each one quite easily. Dealing with the theater files in it's entirety, however...

Edit: I retract my previous statement, I found a way to read the data into a python dict
5
Weapon Balancing System
9
1. Grenadedirect damage 2. Sunglasses
16
Continuation Thread: "Complaints of many"
64
Help Request - Ammo/Weapon Weight
引用自 Blueshy
I wonder if we could actually tune the penetration and armor to more realistic values by creating more in depth data sets for how they behave. So instead of interpolating by just two numbers, I think you use 1m and 139m(?), you would have the script auto generate a more parabolic decrease in damage/penetration power using more data points. Don't know where you could look to get the real world data for this. I'm sure you could find something online though and perhaps just come up with a generalized equation for the parabolic dropoff of damage/penetration based on bullet type, caliber, barrel length, etc.

Brassfetcher.com seems to have some interesting data for travel distance and penetration. Will it lag the server if you put too many points though?

引用自 Blueshy
I think you need to rethink your equations/categories. For your magdump one it looks like you're just taking the average of the ammo multipliers times the damage, which is fine I guess, but this approach kinda throws the idea of aiming out the window. It's unlikely that someone would hit both the leg and head equally while spraying down an enemy while also maintaining 100% accuracy. Also some of those senarios don't exist, there is no 7.62x54 30rd gun in the game. You are also missing factoring in the player multipliers which will further skew the data.
引用自 Daimyo
I'd be very interested in a few things:

-Adding armor value reductions for bullet damage index which we do on our original sheet.
-Pentration power at the various ranges. To get meters, divide range by 52.46. To get wall penetration length, also divide by 52.46.
By using the geometric mean, I throw aiming out the window anyway. And armor. If you multiply one column by some aim factor or armor factor the distribution would just scale but not skew or anything. The idea is that you can compare comparable groups of ammo such as all the 556 ammo and all the SMG ammo to see if they are equal choices. This doesn't take into account other things such as recoil and such so you can't compare between different guns yet.

For now, if you want to simulate aiming for certain parts of the body, just change the column to 1. It has the same effect as removing that hitgroup.

What I see from the data is that if I were to pick the RPK and spray it a lot, I'd pick FMJ ammo.

引用自 Daimyo
-Pentration power at the various ranges. To get meters, divide range by 52.46. To get wall penetration length, also divide by 52.46.

I did actually manage to extract that data but due to the presentation in Excel it wasn't actually usable so I removed the columns. The left column in the theater file goes to the top header in the Excel so...

If anybody wants I can share my python script but it's a mess, I had no experience parsing text files before this. I would also write my parser very differently after encountering those spaces hiding in the indentation LOL
正在显示第 41 - 50 项,共 201 项条目