Realistc Weapons and Ballistics by Tw33kR Discussion Thread -1 reply

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Tw33kR

Slightly cooler than a n00b

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21st September 2008

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#1 10 years ago

Hi guys, Just thought I'd create a thread for feedback and discussion of my lite mod which can be downloaded here: Realistic Weapons and Ballistics by Tw33kR, Stalker Downloads, Stalker Weapons Here is the readme: =========================================================== Realistc Weapons and Ballistics for S.T.A.L.K.E.R. - Clear Sky by Tw33kR =========================================================== Tested in version 1.5.04 Hi there and thank you for downloading this mod (well, in respect to all the great modders out there, lets just call it a lite Tw33k) for STALKER Clear Sky. --------------------------------------------------------- Background --------------------------------------------------------- Well, probably like you, about 2 hours into my first playthrough of vanilla CS I threw my hands up in the air after unloading 4 shotgun rounds into a bandit at 10 feet and hitting nothing but air and swore this has got to change! Using PLR's Realistic weapons mod (for Shadow of Chernobyl) as a substantial base I've adapted and tw33ked values from there towards a goal of a more realistic weapon and ballistics feel, within the context of the STALKER CS game. Anyway, I've been enjoying the result and now perhaps sharing this with you will add to your enjoyment. --------------------------------------------------------- Key Features --------------------------------------------------------- - Manufacturers data used wherever possible for physical characteristics (rpm, weight, muzzle velocity, accuracy in a vice etc.) so weapons and bullets should perform fairly close to as they do in real life (and a LOT more accurately than in the vanilla game - but this works for both you AND the bad-guys, be warned!) - Auto compensating for weapon recoil (cam_relax_speed) has now been removed totally (I've never seen a gun that moves itself back on target after recoil) - So you'll need to compensate for weapon climb to stay on target if you're firing long bursts. (Obviously, different weapons will vary in their degree of kick-back) - Range improved to real world effective values for all weapons so no more bullets disappearing in mid-air. - Armour penetration characteristics tw33ked to reflect ammunition types (don't even try to take down armoured opponents with Hollow Point rounds unless it's a headshot) - Air resistance characteristics of all ammunition tw33ked to reflect that "size does matter" e.g. The 5.45mm does have better stopping power but the 5.56mm will travel flatter, further. Likewise, small differences have been introduced to reflect the difference between hollow-point (more drag) and the more aerodynamic armour piercing ammunition varieties (more range). - Piercing characteristics of ammo balanced (no more getting hit by a pistol or shotty when you're behind heavy cover, but be careful if those are 7.62mm AP rounds flying past your head!) - The amount of physical energy transferred from ammunition and weapons has been modified on everything so as to give a more realistic rag doll reaction where appropriate (grenades, shotgun buck-shot etc. still throw the rag-doll while piercing and small munition rounds will cause bad-guys to slump where they are. - Grenades have also been edited (especially the F1) to reflect the fact that the actual explosion blast radius from 40-50g TNT is a little smaller than in the vanilla game but the shrapnel ejected from the blast has a further radius. Thus you have far more chance of inflicting (or receiveing) a v.serious bleeding wound from the shrapnel across a wider area (30m), though the poor sod whos feet it goes off at will still go up in explosive glory. - Field of view modified for all weapons so now, no scope = no magical zoom in your vision. This feels far more realistic when using iron-sights, although I have tw33ked a slight FOV adjustment on rifles to enhance the feeling of 'looking down the barrel'. - Using iron-sights (right-click zoom) is still important even if you don't have a scope however, as it will reduce weapon recoil (improving accuracy) somewhat to reflect 'aiming the weapon' as opposed to just 'firing from the hip'. - Both the MP5 (lets imagine it's a MP5K-PDW) and sawn-off shotty can now be equipped as secondary weapons and used with the detector (but be careful, firing the sawn-off one handed (un-zoomed) has a mighty kick!) - Upgrades from mechanics are still required to attach things like scopes and grenade launchers to most weapons even though you could argue this is unrealistic - I didn't want to do away with this part of the game. --------------------------------------------------------- Installation --------------------------------------------------------- 1. Simply Extract the gamedata folder into your S.T.A.L.K.E.R. - Clear Sky game directory 2. If this is your first mod, ensure the fsgame.ltx file (located in the root S.T.A.L.K.E.R. - Clear Sky game directory) is edited (use notepad) so that you change line 9 from: $game_data$ = false| true| $fs_root$| gamedata\ to read: $game_data$ = true| true| $fs_root$| gamedata\ 3. This is a very lite mod and is meant to be compatible with most others however, if another mod has introduced a weapons.ltx file you will need to splice the two files together using a program like winmerge (WinMerge). Usually their unique stuff will be at the bottom of the text file. 4. By default, I have left bullet tracers ON for all weapons so you can get a feel for the ballistics. However once you have done this, for a more realistic experience I suggest that you delete (or rename the extension to .bup) the default weapons.ltx file in this mod and rename the included file weapons.ltx.tracersoff to weapons.ltx which will turn OFF the tracers (glowing bullets) for all weapons. --------------------------------------------------------- Credits & Thanks --------------------------------------------------------- - PLR for his help, permission and excellent Realistic Weapons Mod for SOC. - Bad_Motha for welcoming me to this community and for his great modding work. - All the modders out there who's passionate work make the STALKER games into so much more than - it had potential... --------------------------------------------------------- Future Versions & Contact --------------------------------------------------------- - Well, future versions depend on feedback and whether anyone actually likes this or not ;) - If anyone would like to edit the inventory icon for the sawn-off that would be great! - I need to look at the upgrades and see whether they are realistic. - Further tw33king will likely be done. - Please feel free to email me at [EMAIL="det_n8@hotmail.com"]det_n8@hotmail.com[/EMAIL] or PM me (Tw33kR) on the filefront forums. I would love to know if you are incorporating this into your own mod or compilation. Cheers and enjoy, Tw33kR :cya:




Supernatur4L

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23rd July 2008

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#2 10 years ago

Sounds like my idea. The features look very nice, i might try this tomorrow. Thanks for the release. :)




sasha

Sexeh like teh gizmo

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4th July 2008

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#3 10 years ago

5.45mm vs. 5.56mm discussion. standard 5.45mm has worse penetration, accuracy, stopping power than 5.56mm nato. why? it weigh;s less, has less muzzle energy and less muzzle velocity.

Designation (country) Cartridge bullet weigth, g. V0, m/s E0, J

.223 Remington / 5,56 NATO (USA)

5,56x45 3,56 (3,95 SS109) 1005 1798

5,45mm M74 (USSR/Russia)

5,45x39 3,25 900 1316

2. 5.45mm does not have a solid nose. it has an air cavaty. it doesn't pierce armor as well as the 5.56mm. so it's inferior in every catagory compared to the 5.56mm. wanna argue. go ahead, but i just won.




Tw33kR

Slightly cooler than a n00b

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21st September 2008

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#4 10 years ago
sasha;45998235.45mm vs. 5.56mm discussion. standard 5.45mm has worse penetration, accuracy, stopping power than 5.56mm nato. why? it weigh;s less, has less muzzle energy and less muzzle velocity.
Designation (country) Cartridge bullet weigth, g. V0, m/s E0, J

.223 Remington / 5,56 NATO (USA)

5,56x45
3,56 (3,95 SS109) 1005 1798

5,45mm M74 (USSR/Russia)

5,45x39
3,25 900 1316
2. 5.45mm does not have a solid nose. it has an air cavaty. it doesn't pierce armor as well as the 5.56mm. so it's inferior in every catagory compared to the 5.56mm. wanna argue. go ahead, but i just won.

Yes, and if you looked up the details in my weapons.ltx file before getting so aggro you would find you would not need to argue with me: To paraphrase: [ammo_5.56x45_ap]:ammo_base k_dist = 1 k_disp = 2.2 k_hit = 1.8 k_impulse = 0.2 k_pierce = 1.7 k_ap = 1.4 impair = 1.05 k_air_resistance = 1.4 [ammo_5.45x39_fmj]:ammo_base k_dist = 1 k_disp = 3.4 k_hit = 2 k_impulse = 0.6 k_pierce = 1 k_ap = 0.8 wm_size = 0.05 k_air_resistance = 2.2 Notice the 5.56mm is modelled to have less dispersion (i.e. greater accuracy), less air resistance (because it does have a solid nose) and greater penetration of both armour and physical objects than its 5.45mm counterpart. Regarding the hit and impulse figures, i.e damage and kinetic force coeffeicents transferred to a non-armoured target BEFORE distance and air-resistance is taken into account (which I have set like, 0.2 higher for the 5.45mm) then watch this clip of the AK47 vs the M16 at YouTube - AK 47 vs M16 specifically at around 3.15min oh, and in the game... muzzle velocity is determined by the firearm, not the bulllet. Thanks for the feedback and keeping me honest :)




sasha

Sexeh like teh gizmo

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4th July 2008

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#5 10 years ago

i did not mean to go ape shit on u. i just had a string of bad luck this month. the latest of which my graphic card fucked up. im so frustrated. edit. did you take into account the barrel lengh's of weapons? also if they fired from open or closed bolts. these two take signifact account into accuracy and muzzle velocity.




Tw33kR

Slightly cooler than a n00b

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21st September 2008

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#6 10 years ago

Tis all cool :) Sorry to hear of your enforced upgrade - that sux and I'd be plenty mad too. As for modelling barrel length and whether the weapon fires from an open or closed bolt position, I'm afraid I can't see how to do that within the game mechanics. You have a good point but really we only get e.g. bullet_speed = xxx in m/sec to control the muzzle velocity and a few various dispersion characteristics to model accuracy, which as I mentioned I've tried to get right based on grouping data at 100 or 200m for the weapon held in a vice. I belive barrel length is somewhat included in this velocity factor if we compare the SVD bullet_speed = 830 with say, the MP5 bullet_speed = 437. I suppose one thing to consider (which I hadn't) is that those weapons that fire from the open bolt position would probably have a slightly higher chance of misfire and a slightly higher rate of degredation (from dirt / sand potentially entering the chamber), this we could impliment - thoughts?




Jarvis

Dread pwns me!

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18th July 2006

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#7 10 years ago

Ok, I usually blank out when people start talking about ballistics, but by saying:

Tw33kR;4600171I suppose one thing to consider (which I hadn't) is that those weapons that fire from the open bolt position would probably have a slightly higher chance of misfire and a slightly higher rate of degredation (from dirt / sand potentially entering the chamber), this we could impliment - thoughts?

Are you asking how to modify weapon degradation and misfire probablity?




Supernatur4L

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23rd July 2008

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#8 10 years ago

I think he knows how to, hes just asking if he should or not. I would if you're striving for realism which i think you are. :)




Tw33kR

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21st September 2008

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#9 10 years ago

Yeah, I know how - but I appreciate the offer of help. As supernatur4L said, I was putting it out there as to whether people thought it worthwhile. I've just uploaded a V1.01 which of major note fixes a crash when travelling from the swamps to Cordon, otherwise: --------------------------------------------------------- Changelog --------------------------------------------------------- V1.01 - Fixed a typo in the w_abakan.ltx file that caused a crash when travelling from the Swamps to Cordon. - Changed the holder_fov_modifier for the abakan back to 0.75 to keep it consistant with other assault rifles. - Altered the magazine size of the AN-94 Abakan to reflect the 45-round mags developed for this weapon. - Corrected the PKM muzzle velocity to 825 m/sec and weight to 7.7kg - Lowered sawn-off RPM 120 to prevent accidental double fires - Fixed a typo where I had left 7.62mm HP ammo as explosive - good for taking down bad guys but very bad for you to evade. I think now the higher priority is to change the upgrade system to also keep this in realistic proportions so as to avoid uber weapons.




Tw33kR

Slightly cooler than a n00b

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21st September 2008

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#10 10 years ago

Hey a question for anyone who's liking this mod.

I'm just doing the upgrades stuff and wanted some input. The AN-94 Abakan is capable of a fixed two-shot burst at 1,800 RPM so that both bullets hit armor at the same point to increase penetration, and fully automatic variable fire (1,800 and 600 RPM). It's not possible within the mechanics to adjust rate of fire for individual fire_modes so my question is, would allowing the max ROF upgrade to 1800 RPM (while realistic) unbalance things too much?




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