Maj D. Schultz 13 Posted March 6, 2015 I'm attempting to add in the new "initspeed" into the modded weapons that my group uses. However it doesn't seem to be working properly, when I compared my config to the ARMA 3 Weapons config, mine is set up exactly the same yet it still doesn't seem to work. Shooting the MX Rifle, the bullet travels MUCH further with better velocity, even though the Rifle's initspeed is set LOWER then my rifles. Initspeed of 800 whilst my rifle is set at 948. I've been doing testing using the color coding that shows a bullet's stopping power over travel distance. Red -> Yellow -> Green -> etc. Doe's it have to do with the magazines air friction causing problems? I ask because I'm wanting to have two rifles that both shoot the same magazine but one that simulates a shorter barrel then the other one, thus having slower bullet speed as a result. Think M16 and M4. Any suggestions? Example. Unmodified MX Rifle class arifle_MX_F: arifle_MX_Base_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "arifle_MX_F"; scope = 2; displayName = "$STR_A3_CfgWeapons_arifle_XMX0"; model = "\A3\Weapons_F\Rifles\MX\MX_F.p3d"; picture = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_rifle_X_CA.paa"; UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 100; }; inertia = 0.5; dexterity = 1.5; initSpeed = 800; class ItemInfo { priority = 1; }; descriptionShort = "$STR_A3_CfgWeapons_arifle_XMX1"; }; Unmodified 6.5 Ammo CFG AMMO class B_65x39_Caseless: BulletBase { hit = 10; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_65_caseless"; visibleFire = 5; audibleFire = 8; cost = 1.2; airLock = 1; typicalSpeed = 820; caliber = 1; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerScale = 1.0; tracerStartTime = 0.05; tracerEndTime = 1; airFriction = -0.0009; Unmodified 6.5 CFG Magazine class 30Rnd_65x39_caseless_mag: CA_Magazine { scope = 2; displayName = "$STR_A3_CfgMagazines_30Rnd_65x39_mag0"; picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa"; ammo = "B_65x39_Caseless"; count = 30; mass = 10; initSpeed = 800; tracersEvery = 0; lastRoundsTracer = 4; descriptionShort = "$STR_A3_CfgMagazines_30Rnd_65x39_mag1"; }; And here's my modified weapon and values. class MYRIFLE: MYRIFLEBASE { scope = 2; initSpeed = 948; inertia = 0.5; dexterity = 1.5; class WeaponSlotsInfo: WeaponSlotsInfo { class CowsSlot{}; class PointerSlot{}; class MuzzleSlot { displayName = "Muzzle SLot"; linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {}; }; mass = 71.4; }; }; class MYAMMO: B_556x45_Ball { hit=8.4; caliber = 0.855; model="\A3\Weapons_f\Data\bullettracer\tracer_red"; typicalSpeed = 990; airFriction = -0.0012; deflecting=20; deflectingChance = 100; deflectingRandomness = 0.5; visibleFire=15; visibleFireTime=15; audibleFire=16; audibleFireTime=10; }; class MYMAGAZINE: 30Rnd_556x45_Stanag { scope = 2; ammo = "MYAMMO"; initSpeed = 990; count = 30; mass = 11.8; lastroundstracer = 3; }; Share this post Link to post Share on other sites
chortles 263 Posted March 6, 2015 For shorter barrel lengths you should be using a negative value besides -1 such as -0.x where x = a percentage of the magazine's initSpeed, as described here. Share this post Link to post Share on other sites
andy1 71 Posted March 6, 2015 It sounds like your doing it correctly but don't forget that you are comparing two weapons of different calibers 6.5 and 5.56. That will have a big affect on stopping power. Why not try testing it against a katiba or a mk20 I think they are both 5.56. Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
Brisse 78 Posted March 7, 2015 Ignore how far the bullet travels, as that is mostly depending on it's airfriction (in real life it's the ballistic coefficient). The way you should set up the muzzle velocity is to have a reference initspeed in your magazine. For the 5.56 I would use the M16 with 20 inch barrel as reference. Then make the M4 use those magazines and use a multiplier to correct the muzzle velocity for the shorter barrel. Say you put in 930m/s in magazine. The M4 could have a muzzle velocity of 880m/s. Divide 880 by 930 and you get 0.95 Now put initSpeed = -0.95; in your M4 config. Note the minus in front of the value. It tells the game engine to treat the number as a multiplier. Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted March 10, 2015 Thank you everyone for the help and suggestions. I think I grasp the concept much better now. Share this post Link to post Share on other sites
andy1 71 Posted March 10, 2015 Is anyone aware of whether this should work with 40mm UGLs at all? Just looking at tweaking a UGL to drop the velocity down and I can't seem to get it to work. Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted March 10, 2015 I'm disappointed that the muzzle velocity change, while important, still doesn't affect the bullet velocity of how fast the bullet travels. The muzzle velocity I noticed does affect how "far" the bullet will travel before it starts dropping, however every test I conducted showed that regardless of if the bullet was fired from a shorter barrel or a longer one. The bullet speed always remained the same. This still doesn't realistically portray muzzle velocity at all and thus I still have to stick with the client side scripting work around my unit uses currently. Where having a longer barrel means more bullet velocity for killing power, and a shorter barrel means less velocity for less killing power over shorter distance. Maybe one day we'll get the whole fish. Share this post Link to post Share on other sites
x3kj 1247 Posted March 11, 2015 if the same bullet travels further for one gun, it was faster... Share this post Link to post Share on other sites