General Barron 0 Posted November 1, 2007 Interesting... this is starting to make more sense. reloadtime | fps | rpm | sec/rnd | sec/frame | frames/rnd 0.075 | 80 | 800 | 0.075 | 0.0125 | 6 0.075 | 50 | 750 | 0.08 | 0.02 | 4 It looks to me like the end result is that the engine works with frames per round (the number of frames to skip between firing each round), but it can't work with fractions of a frame. So in this example, the reason why at 50 fps, you only get 750 rpm, is because if it skipped one less frame between rounds, then the rate of fire would be above the desired 800rpm. It doesn't seem to be able to work with something like "4.5 frames / round", which would mean: "skip 5 frames, fire, skip 4 frames, fire, etc". ------ This is basically what NWD was getting at, only with data to back it up. So basically, it seems that you can only set a specific rate of fire for a specific frame rate. Meaning, your mod would only work 100% for people with ~80fps; anything below that and the rates of fire begin slowing. At ~17fps you only get ~60% of the desired rate of fire. I've used some data modeling to get an equation that sets the rate of fire for weapons, but it was based on my ~20fps machine. So that means, people running higher FPS would end up getting rates of fire HIGHER than intended. It seems to stay accurate at 30-40 fps, but I suspect it would break down badly at 50-80 fps. Hopefully the engine will get fixed so that the ROF no longer depends on frame rate! Share this post Link to post Share on other sites
.kju 3245 Posted November 1, 2007 Good work Q1184! Can you please fix your subclass inheritance, so that these message will no longer appear in the ArmA.rpt - cheers! Quote[/b] ]Updating base class Mode_SemiAuto->Single, by Q11_RealROF\config.cpp/cfgWeapons/m16a4/Single/Updating base class Mode_Burst->Burst, by Q11_RealROF\config.cpp/cfgWeapons/m16a4/Burst/ Updating base class Mode_SemiAuto->Single, by Q11_RealROF\config.cpp/cfgWeapons/m16a4_acg/Single/ Updating base class Mode_Burst->Burst, by Q11_RealROF\config.cpp/cfgWeapons/m16a4_acg/Burst/ Updating base class Single->Mode_SemiAuto, by Q11_Recoils\config.cpp/cfgWeapons/m16a4/Single/ Updating base class Burst->Mode_Burst, by Q11_Recoils\config.cpp/cfgWeapons/m16a4/Burst/ Updating base class Single->Mode_SemiAuto, by Q11_Recoils\config.cpp/cfgWeapons/m16a4_acg/Single/ Updating base class Burst->Mode_Burst, by Q11_Recoils\config.cpp/cfgWeapons/m16a4_acg/Burst/ PS: If you need help with this, just tell me. Share this post Link to post Share on other sites
sdoc 0 Posted November 1, 2007 independence from frame rate doesn't seems quite difficult to achieve to me. If they'd used a scheme where frames between shots would change, "shot - 2 frames - shot - 3 frames - shot" the gun would stutter. Most likely not visibly as human vision is to slow, but it should be clearly audible. Actual burst sound would need to be used, instead of single shot sounds. For lower rofs, an alternating length of pauses between shots should also become clearly visible. A continuous, but to low rof, is in my oppinion much better than a high but unsteady rof. It would make people complain about low performance of the game, as they would think it is caused by drops in fps. Share this post Link to post Share on other sites
Q1184 0 Posted November 1, 2007 Thaks Q for pointing the error out, fixed version will be released soon. Also, I think i'll slightly raise the rates of fire seeing that most common FPS are 20-40, not 80 ). I'll go and test stuff on maximum settings now. Edit: Ok, after some testing with artificially created 35 FPS I found a coefficient (multiplier) that one has to use to achieve desired ROF at framerates around 30-40 FPS. It is roughly 1.15, but i'll use 1.1. Therefore, rates of fire at 30-40 FPS will be: AK74 - 600 M16/M4 - 800 G36 - 750 MP5 - 800 And if you happen to own 8800 Ultra in SLI, they will be: AK74 - 660 M16/M4 - 880 G36 - 825 MP5 - 880 You think it's a good compromise? Share this post Link to post Share on other sites
kinismo 0 Posted November 1, 2007 Does not the rate of fire addon conflict in mp? Share this post Link to post Share on other sites
Q1184 0 Posted November 2, 2007 Version 1.1 released, see 1st post. kinismo: the mod only affects the client that's using it. Share this post Link to post Share on other sites
Student Pilot 0 Posted November 2, 2007 Nice, very nice. I can actually hit targets now. Feels much better than vanilla ArmA. This is definately going to stay on my HD. -Pilot Share this post Link to post Share on other sites
Dark SudoNix 1 Posted November 2, 2007 the recoil idea is awesome.. very nice! But, i have to throw in my two cents... The m16a2 has a slower rate of fire. It has a softer buffer spring which causes the bolt to go forward a lil bit slower thus, sometimes also causing the bolt to get jammed due to dust and dirt. (the m16a1 was really bad about this). The m16a4 has a stiffer buffer spring which causes the rifle to fire at a higher rate and also has less jams and misfires due to dirt and dust... dont get me wrong though, my m16 still jams like its cool... CLP breakfree only works to an extent... (rifle cleaning oil) Share this post Link to post Share on other sites
reciprocity 1 Posted November 3, 2007 Good god, this mod just turned ArmA into a frustrating experience to awesomeness. I couldn't really put my finger on it, but it was the recoil! Share this post Link to post Share on other sites
Sevan 0 Posted November 3, 2007 the new 1.1 version feels a bit different. version 1.0 seemed to just have a upwards recoil. 1.1 seems to also have a backwards and upward recoil. Can anyone confirm this change? Share this post Link to post Share on other sites
Q1184 0 Posted November 3, 2007 Sevan The barrel rise and the kickback are the same, i just slightly changed the timing (for assault rifles). HeAvY TrAnCe Thanks for info. Btw, what about M4? It have a shorter barrel, and therefore a different pressure in it. I couldn't find any comparison between M16 and M4 in terms of ROF. Share this post Link to post Share on other sites
Q1184 0 Posted November 8, 2007 Added signed version 1.1, see first post for details. Huge thanks to Jerry Hopper for his tutorial video Share this post Link to post Share on other sites
Sevan 0 Posted November 8, 2007 Nice work, any plans for further releases? Share this post Link to post Share on other sites
Q1184 0 Posted November 8, 2007 I'm currently working on another little project, making 40mm grenades behave more realistically (arm at safe distances, Â have a probability of not detonating, self-destruct (in case of VOG-25) etc) I've also modelled VOG-25P and correct RGO behaviour. As this is my first scripting experience, there are bound to be bugs and multiplayer behaviour/performance is totally unpredictable I regard it more like singleplayer fun right now. As for the recoils, i'm taking a little break from trying to perfect them, just to look at them with fresh eyes later sometime. Share this post Link to post Share on other sites
Deadeye 1 Posted November 8, 2007 ArmedAssault.info Mirror for the signed version : http://www.armedassault.info/index.php?cat=addons&id=221 Share this post Link to post Share on other sites
mark82101 0 Posted November 8, 2007 Thanks for your work! Real recoil and ROF is much appreciate! Share this post Link to post Share on other sites
Q1184 0 Posted November 8, 2007 Attention! If you downloaded the signed version before the time of this post, please redownload it from the first post. (Especially if you host a mirror). BinPBO screwed up the files while making pbo's, now it's all fixed. Sorry for inconvenience. Share this post Link to post Share on other sites
Guest Posted November 9, 2007 I have updated the armaholic.com mirror with this new fixed version. You can find the Armaholic.com download page here: http://www.armaholic.com/page.php?id=2282 Share this post Link to post Share on other sites
Deadeye 1 Posted November 9, 2007 The ArmedAssault.info Mirror for the signed version has also been fixed : http://www.armedassault.info/index.php?cat=addons&id=221 Share this post Link to post Share on other sites
Lepardi 0 Posted November 9, 2007 Does this work in normal MP? Useless download, if it doesn't. Share this post Link to post Share on other sites
Maddmatt 1 Posted November 9, 2007 Does this work in normal MP? Useless download, if it doesn't. Well it's considered a cheat if not everyone has it Decent servers will either block it or recommend that everyone uses it. I use this for SP now. I like it, but I don't think I'll use it online. Share this post Link to post Share on other sites
imutep 0 Posted November 9, 2007 Nice stuff...thanks for this Share this post Link to post Share on other sites
Lepardi 0 Posted November 9, 2007 Does this work in normal MP? Useless download, if it doesn't. Well it's considered a cheat if not everyone has it Decent servers will either block it or recommend that everyone uses it. I use this for SP now. I like it, but I don't think I'll use it online. Meh, so that makes it useless. No point to train for aim you can't really use online. Share this post Link to post Share on other sites
Maddmatt 1 Posted November 9, 2007 Does this work in normal MP? Useless download, if it doesn't. Well it's considered a cheat if not everyone has it Decent servers will either block it or recommend that everyone uses it. I use this for SP now. I like it, but I don't think I'll use it online. Meh, so that makes it useless. No point to train for aim you can't really use online. Well you could always get a server to allow it. Some servers don't block mods anyway, so you could get away with using it on them if you wanted to. But those same servers might be sitting ducks for cheaters Share this post Link to post Share on other sites
layne_suhr 0 Posted November 9, 2007 I use this on MP with no problems mate It's got no problems and is not concidered cheating Share this post Link to post Share on other sites