S.T.A.L.K.E.R.: Call of Pripyat

S.T.A.L.K.E.R.: Call of Pripyat

评价数不足
Ammo and Weapon Stats
由 Rico Heart 制作
Straight from the config files to make informed decisions.
   
奖励
收藏
已收藏
取消收藏
Ammo Stats
- ammo power is multiplied with weapon power (see table below)
- 11.43x23 ammo is the .45
- 12x76-zhekan is the slug
- buckshot power is 0.3 but 15 pellets together add up to 4.5 if they all hit


- some air res. values are not set in the weapons.ltx config file, those are probably 1.0
- air resistance slows down the projectiles as they travel (beyond gravity pulling them down), values are messed up even if they try to represent weight=inertia and aerodynamics (size and shape) together
- hydro (Hydra-Shok) should be less piercing than FMJ as it's hollow-point, designed for soft targets (less penetration and more expansion)
- buckshot dispersion and shotgun accuracy should be two separate systems but they aren't
Weapon Stats
- the recoil values shown are: hip fire vertical muzzle jump, flat increase per shot, multiplier per shot / same for ADS
- some weapons don't have ADS recoil values set, those are probably the same as hip fire recoil
- bm16 is the sawed off TOZ-66 (with a range of 50 meters halved by buckshot k_dist = 0.5 to 25m)


- in real life silencers (suppressors) generally have no effect on accuracy, velocity or power
- supersonic projectiles (above ~340 m/s) make a loud noise at every point of their trajectory, which cannot be suppressed (this is not simulated in this game)
- distance resembles "effective range" but bullets don't disappear in real life
- SVU 1000m versus SVD 200m is particularly stupid (also bullpup recoil should be bigger not smaller due to less weight at front)
- velocities are very different from real values (also projectile speed is more dependent on ammo than weapon)
- pistols should all have higher rpm as they can be shot as fast as one can pull the trigger (YouTube "DESERT EAGLE 50 CAL WORLD RECORD- 5 SHOTS IN 0.8 SECONDS in HIGH SPEED! (Jerry Miculek)" is ~370 rpm instead of 145 for non-existent .45 DE)
DPS
RPM is rounds per minute, divide it by 60 and it's rounds per second.

Rounds per second * pellet count * ammo power * weapon power gives a DPS value for non-armoured targets.

By the numbers the highest would be the TOZ-34 with 17 * 15 * 0.3 * 0.52 = 39 but this is theoretical because the weapon can only be shot twice in a second before needing to reload: so in real gameplay the DPS is 2 * 15 * 0.3 * 0.52 = 4.68 for one second if all fifteen pellets hit.

Protecta can fire 12 buckshot shells, 6.045 DPS for 4.65 seconds.

PKM can shoot for 11.43 seconds at a DPS of 4.375.

Val has a DPS of 4.06 for 2.07 seconds with its 20 round mag.

The LR-300 is 11.417 * 1 * 1 * 0.3 = 3.425 DPS. Can fire without reloading for 2.63 seconds with a default 30 round mag (extra round in the chamber is not simulated).

In real life the AN-94 (Abakan) has a two-round burst without recoil with 1800 RPM and after the burst the third and subsequent rounds fire with a 600 RPM speed. In the game the RPM value is 570 for the burst and full-auto both.

- - - DPS against armor - - -

Not sure how piercing works. Buckshot has 0.00, AP rounds are 0.65 or 0.75, gauss is 150 (see ammo table above).
Any info would be appreciated in the comments.

In \configs\creatures\immunities.ltx fire_wound_immunity = 1.0 for all tiers (no/low/medium/high).

In \configs\misc\outfit.ltx: