twisted 128 Posted June 25, 2007 Hi With some great mods coming out this early stage is a good time to look at getting weapon recoils as 1) 'realistic' as possible and 2) consistent. this way weapons made by one mod are not over/underpowered/ laserguns compared to other mods. the starting point for the recoils should be BIS standard values. in ArmA BIS has got the recoils right, and they'll be common weapons no matter what other mod is being used. other weapon values based around these proportionately. of course the mod makers and community in general should all have their say as to what is or isn't spot-on for recoils. this isn't out balance but about making the weapons in the game handle as realistically as possible in comparison with each other. i have permission to publish BIS recoil values here. i will as a starting point, i will also put down suggested values for other weapons like the G3, FAL, M60 and more. Please i ask you, if you have experience with the weapons in real life then comment on the recoil so adjustments can be made to ultimately create a set of recoil values that mod makers can use as a reference to make sure their mod can be used with other mods and perform as 'expected'. i have experience in recoils for the recent (and great) WGL mod (under the name skullpal) and for Skavens amazing weapon addons. ok. here are BIS recoil values. followed by values used by Skavens amazing addon. recoils follow the convention of duration, kickback, kickup and get repeated as many times as config allows. also of note is that we can now put in prone recoil values so now bipods and other supports can be simulated! great work BIS! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> pistolBase[] = {0,0,0, 0.080000,0.003000,0.020000, 0.050000,-0.003000,-0.033000, 0.050000,0,0}; subMachineGunBase[] = {0,0,0, 0.060000,0.005000,0.005000, 0.050000,0,-0.020000, 0.060000,-0.005000,0.005000, 0.050000,0,0}; assaultRifleBase[] = {0,0,0, 0.060000,0.010000,0.010000, 0.100000,0,-0.020000, 0.100000,-0.010000,0.010000, 0.050000,0,0}; machinegunBase[] = {0,0,0, 0.080000,0.010000,0.040000, 0.050000,-0.003000,-0.010000, 0.200000,0,0}; launcherBase[] = {0,0,0, 0.200000,0,0.050000, 0.100000,0,0}; AK74Recoil[] = {0,0,0, 0.060000,0.010000,0.012000, 0.100000,0,-0.020000,0.100000, -0.010000,0.010000,0.050000,0,0}; M240Recoil[] = {0,0,0, 0.080000,0.010000,0.050000, 0.050000,-0.003000,-0.008000, 0.200000,0,0}; M240RecoilProne[] = {0,0,0, 0.100000,0.003000,0.005000, 0.050000,-0.003000,-0.010000, 0.050000,0,0}; M249Recoil[] = {0,0,0, 0.070000,0.002000,0.010000, 0.035000,-0.002000,-0.020000, 0.050000,0,0}; M249RecoilProne[] = {0,0,0, 0.100000,0.003000,0.004000, 0.050000,-0.003000,-0.008000, 0.050000,0,0}; M4Recoil[] = {0,0,0, 0.060000,0.010000,0.010000, 0.100000,0,-0.018000, 0.100000,-0.010000,0.010000, 0.050000,0,0}; PKMRecoil[] = {0,0,0, 0.100000,0.030000,0.040000, 0.050000,-0.030000,-0.080000, 0.050000,0,0}; PKMRecoilProne[] = {0,0,0, 0.100000,0.003000,0.005000, 0.050000,-0.003000,-0.010000, 0.050000,0,0}; now the recoils for Skavens mod. note that they are based on BIS values but higher caliber weapons have more kick. the recoil is based on video footage/experience (my dads and my own), experimentartion and worked around BIS values. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Ska_assaultRecoil[]= {0,0,0, 0.060000,0.01000,0.01, 0.10,0,-0.020000, 0.100000,-0.010000,0.010000, 0.050000,0,0}; Ska_assaultproneRecoil[]= {0,0,0, 0.060000,0.00800,0.0080, 0.10,0, -0.02000, 0.080000,-0.010000,0.010000, 0.050000,0,0}; Ska_M14Recoil[]= {0,0,0, 0.060000,0.01200,0.012, 0.10000,0,-0.0200, 0.100000,-0.010000,0.010000, 0.050000,0,0}; Ska_M14proneRecoil[]= {0,0,0, 0.060000,0.0080000,0.0100, 0.10000, 0, -0.020, 0.090000,-0.010000,0.010000, 0.050000,0,0}; Ska_FALRecoil[]= {0,0,0, 0.060000,0.01100,0.012, 0.10000,0,-0.0200, 0.100000,-0.010000,0.010000, 0.050000,0,0}; Ska_FALproneRecoil[]= {0,0,0, 0.060000,0.0080000,0.0090, 0.10000, 0, -0.020, 0.090000,-0.010000,0.010000, 0.050000,0,0}; Ska_G3Recoil[] = {0,0,0, 0.060000,0.012000,0.012, 0.10000,0,-0.0200, 0.100000,-0.010000,0.010000, 0.050000,0,0}; Ska_G3proneRecoil[]= {0,0,0, 0.060000,0.0080000,0.0100, 0.10000,0,-0.020, 0.090000,-0.010000,0.010000, 0.050000,0,0}; Ska_M60Recoil[]= {0,0,0, 0.080000,0.010000,0.05000, 0.050000,-0.0030, -0.008000,0.200000,0,0}; Ska_M60prRecoil[]= {0,0,0, 0.100000,0.003000,0.00500, 0.050000,-0.0030, -0.010000,0.050000,0,0}; Ska_HKERecoil[]= {0,0,0, 0.060000,0.01000,0.012, 0.10000,0,-0.0200, 0.100000,-0.010000,0.010000, 0.050000,0,0}; Ska_HKEprRecoil[]= {0,0,0, 0.09000,0.003000,0.005000, 0.05,-0.003,-0.008, 0.050000,0,0}; note that the changes are to the kickback and the kickup values mostly with as little change to BIS base work as possible. this is to keep things easily under control and make changes that are perceptible in the ways weapons work. note that the m60 has recoil values like the m240 but it also has a faster rate of fire which really changes the working of it alot. Please feedback and discussion WELCOMED. this not a hard and set set of values rather a starting point for discussion and experimentation. the aim of which is so provide mod-makers with a set of reference recoils for weapons so that we can play with 2 or more different mods at once and they 'fit' together well. ultimately recoils for a very wide range of infantry weapon will end up listed here for modmakers copy&paste convenience. edit - crap all this time spent typing and i post in the wrong damn forum. crap. moderator please move to discussion... Share this post Link to post Share on other sites