Ammo Faq -1 reply

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Nemboo

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17th September 2008

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#1 10 years ago

Hi there i'll be swift about it. I just realesed my Ammo Mod 1.0 - CS one filefront and it's all working out fine except for a couple of things. Like how the ammo can penetrate large trees and small concreate walls. It's realistic but certinly makes the game so much harder when you can't hide behind cover further more weapons seam to jam more now then before :uhoh: duno if that's just coincidense or not. So i was thinking if anyone could explain to me in detail what these value mean. Thx in advance :bows:

k_dist = 1.2 k_disp = 1 k_hit = 1.6 k_impulse = 1.5 k_pierce = 0.7 k_ap = 0.7 impair = 1.2 buck_shot = 1.2 tracer = on wm_size = 0.05 k_air_resistance = 1.5




Dancalx

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13th September 2008

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#2 10 years ago

Ive found this on a another thread, its for the first stalker but it should still work. k_dist = 1 ; multiplier for distance k_disp = 1.5 ; multiplier for acuracy k_hit = 1 ; multiplyer for damage k_impulse = 1 ; multiplyer for impactpower k_pierce = 1 ; multiplyer for armorpenetration heres a link to the thread




Nemboo

I'm too cool to Post

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17th September 2008

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#3 10 years ago

Thx alot it was more or less what i thought it would be but you never can be to sure. Although im still wandering what the k_ap, impair, wm_size, k_air_resistance is for.

Logically k_ap would stand for = Armour pircing while k_pircing would be the value for penetrating objects such as trees, walls etc.

In any case if you stumble over something relevant plese post a message i really think it has prefound impact one the game expirence.




Dancalx

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13th September 2008

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#4 10 years ago

I agree with you on the k_ap and K_piercing, don't know for sure but it sounds logical as you say. Not to sure about impair or wm_size but air_resistance could be the bullet slowing down maybe?




Ummma

Grenade Magnet

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21st June 2008

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#5 10 years ago

The impair value seems to effect any animation cycles they go through after being hit - a higher value makes them look injured (impaired) for longer. It also makes powerful shot (high impulse) kills look a little odd when the value is wrong, they will recoil for a second and then fly backwards. None of this is 100% certain, but it seems that way to me through some testing.




Chubbachup

Slightly cooler than a n00b

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26th August 2008

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#6 10 years ago

wm_size is wall mark size - ie. set that to 0.2 for Slugs and Darts to make it look like they make BIG holes in things :-) I leave 5.45 and 5.56 at default 0.05, then set 7.62 ammo to 0.08, 9mm to 0.1 and .45 to 0.12




Tw33kR

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21st September 2008

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#7 10 years ago

k_air_resistance = coefficient - air resistance. This switch seemed to be disabled in SOC however I'm currently testing whether it has been enabled for CS (anyone know for sure?). Basically it is meant to model the different aerodynamic properties of projectiles (ammo). For example, a round slug from say a shotgun will create far more friction with the air than say, a streamlined bullet from a sniper rifle - resulting in it losing velocity, penetration power and dropping (being affected by the gravity constant) faster. I believe it will also be good to help model the difference between "quality" of the projectile i.e. we all know a round from an AK "tumbles" after a while due to its poor centrifugal spin. Thus it's k_air_resistance value would be much higher than say a round from a G36.




Bad_Motha

Pro-Filer thinks I'm cool!!

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10th May 2008

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#8 10 years ago

I'm pretty sure it's active. When I was tweaking weapons in the accuracy, damage and longer distances. I noticed shooting up at around a 45* angle, if the distance is setup for long range (approx. 300+ meters) you will see the bullet come back down if you have your visual distance turned up in the game. This is not really true for SOC as the bullet pretty much goes straight and then ricochets. I think the velocity plays a pretty good factor in CS. I could be wrong, but there are obvious differences between SOC and CS.