Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Overheating Weapons
Re: Feature: Overheating Weapons[message #302663] Sun, 01 April 2012 21:35 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
While I wouldn't use Spiegel as a resource on weapons (or any major magazine/newspaper for that matter), a quick search reveals several more proficient sites that deal with this issue.

EDIT:
But it seems this is more of a concern for real accuracy fanatics. It might give heat management on sniper rifles a purpose, but won't concern the average AR or even MG overly much.

[Updated on: Sun, 01 April 2012 22:20] by Moderator

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Captain

Re: Feature: Overheating Weapons[message #302694] Mon, 02 April 2012 16:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Flugente
I'm not sure if that article is supposed to be an aprils's fool or not...

I would have bet it was their april's fool.
It is not?

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Sergeant Major
Re: Feature: Overheating Weapons[message #302696] Mon, 02 April 2012 16:25 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Given a mix of bureaucracy, German bureaucracy and especially Bundeswehr bureaucracy together with the usual ignorance of journalists on the topic of firearms, I'm really not sure.

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Captain

Re: Feature: Overheating Weapons[message #302711] Mon, 02 April 2012 21:31 Go to previous messageGo to next message
Flugente

 
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It propably wasn't meant as a joke, as the article is also in their published version... can't wait for the readers's comments next week, who'll propably all blame the Bundeswehr for 'buying over-priced crappy gear to fill greedy corporation's coffins'

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Captain

Re: Feature: Overheating Weapons[message #302718] Tue, 03 April 2012 01:20 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
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We all probably know that this article doesn't say anything more than "guns can overheat and lose a bit of accuracy". Ignore the implications. The author is probably stating his personal opinion that he doesn't like the Bundeswehr, which is a bit crappy but hey, it's journalism after all, everybody is entitled to write. There are no laws against stupidity for now.

Basically all the things he said were obvious facts. "The rifle was never intended for sustained automatic fire." Oh really? It's a rifle. The Bundeswehr knows that, H&K knows that, everybody does. So we can safely ignore everything that we already know.

The concept per se, weapons losing accuracy when overheating, I thought that would fit here. Don't take this all too seriously. The only thing that was relevant in there is the concept of a weapon overheating and getting a tad bit more inaccurate which I found cool.

The rest is redundancy. Doesn't speak for the quality of Spiegel but the guy doesn't really lie about the rifle's handguard being made from duroplasts. It's just that everybody knows that.

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Master Sergeant
Re: Feature: Overheating Weapons[message #302887] Fri, 06 April 2012 23:26 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Oh well, why not. I just implemented a small malus to accuracy If a gun is overheated (basically for every 100% heat above the damage threshold, your gun loses 10% accuracy).

I'll send it to Rowa21 once my next feature is finished.

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Captain

Re: Feature: Overheating Weapons[message #303041] Sun, 08 April 2012 21:56 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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In case anybody happens to be interested, HK commented on that latest gem of "quality journalism". For what it's worth, it does confirm the simple physical fact that all guns lose accuracy with increasing temperature.

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Captain

Re: Feature: Overheating Weapons[message #303043] Sun, 08 April 2012 22:02 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
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Wow, seems someone was really pissed of at HK. Can understand that. Best company press memo ever.

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Captain

Re: Feature: Overheating Weapons[message #303051] Sun, 08 April 2012 23:02 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Well it's only to be expected that they lose accuracy at high temps. No matter how good the barrel, unless it's MG grade it's going to warp slightly under high temps throwing off accuracy. To successfully combat this they would need to develop rounds that don't need an explosive to give thrust and/or a material that doesn't deform at the high temperatures seen using long arms during sustained fire.

Go the pissed off HK press memo though Very Happy

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Lieutenant

Re: Feature: Overheating Weapons[message #304709] Tue, 15 May 2012 10:59 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
Registered:April 2012
I do not really undestand. I shot 3-4 long bursts and my weapon's temperature becomes maximized. But how the hell should I stand in the beginning of the game against enemy without suppression? Maybe I am doing something wrong?

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Staff Sergeant
Re: Feature: Overheating Weapons[message #304714] Tue, 15 May 2012 11:54 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
cnagorneac
I do not really undestand. I shot 3-4 long bursts and my weapon's temperature becomes maximized. But how the hell should I stand in the beginning of the game against enemy without suppression? Maybe I am doing something wrong?
Assuming the mod you are using does support weapon overheating (AFS and UC for example don't support it yet), you will need to find a weapon that is made for long bursts, or fire a long burst, then wait for the weapon to cool a bit while another character is firing another burst. But I do think you are using a mod that doesn't support overheating.

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First Sergeant
Re: Feature: Overheating Weapons[message #304715] Tue, 15 May 2012 12:40 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
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JMich
cnagorneac
I do not really undestand. I shot 3-4 long bursts and my weapon's temperature becomes maximized. But how the hell should I stand in the beginning of the game against enemy without suppression? Maybe I am doing something wrong?
Assuming the mod you are using does support weapon overheating (AFS and UC for example don't support it yet), you will need to find a weapon that is made for long bursts, or fire a long burst, then wait for the weapon to cool a bit while another character is firing another burst. But I do think you are using a mod that doesn't support overheating.

I tried just simple SCI 5270 without any additional mods. maybe the situation will change whan I find some MachineGuns, but in the beginning I have only SMG, so maybe this is the problem... every bullet increases heat with approximately 80, but every round decreases it for 100-120. if I fire 30 roung mag, I will have to wait 24 turns for weapot no fully cool down... a bit long i think.

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Staff Sergeant
Re: Feature: Overheating Weapons[message #304719] Tue, 15 May 2012 13:15 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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Try shotguns, 4 rounds of buckshot equal a magazine of 9mm.

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Captain

Re: Feature: Overheating Weapons[message #304743] Tue, 15 May 2012 21:10 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
With the stock values I provided for 1.13, a standard 9mm SMg should be fully overheated after quickly emptying 1-2 magazines. That is fully intended.

You can either use a different gun, fire less bullets, use a different ammunition type, or just alter the values in the .xml-file.

Machine guns can fire way more bullets before they overheat, which gives them an edge compared to ARs and SMGs.

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Captain

Re: Feature: Overheating Weapons[message #304745] Tue, 15 May 2012 21:31 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
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Flugente
With the stock values I provided for 1.13, a standard 9mm SMg should be fully overheated after quickly emptying 1-2 magazines. That is fully intended.

You can either use a different gun, fire less bullets, use a different ammunition type, or just alter the values in the .xml-file.

Machine guns can fire way more bullets before they overheat, which gives them an edge compared to ARs and SMGs.

That is understandable. I did not wanted to play the game and at the end of the day understand that I will be not able to fire LOT of bullets. I just observed that lot of mods have like "test" values. If numeric values of this mod were thought about, I think that a person had his reasons meking them like i see them now. Thanks for the explanation.

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Staff Sergeant
Re: Feature: Overheating Weapons[message #308645] Sat, 04 August 2012 19:48 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
Location: Germany
Update: The ini option OVERHEATING_SET_ZERO_UPON_NEW_SECTOR has been removed as it is not needed anymore.

As of r5443, gun cooldowns (and food decay) in other sectors than the currently loaded one are performed whenever the sectors inventory gets loaded. This happens when entering the sector or loading the inventory in strategic. This way, any item you can ever see will always have the correct temperature/decay state, as we now simply calculate how much time has passed since we last loaded this inventory.

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Captain

Re: Feature: Overheating Weapons[message #309512] Sat, 25 August 2012 19:21 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: as of r5535 and GameDir r1532, there is now a global modifier to the singleshot temperature value of all weapons. It is called OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER in the ini. With this you can increase/decrease the values of all guns ingame, without having to alter thousands of entries.

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Captain

Re: Feature: Overheating Weapons[message #325691] Wed, 25 September 2013 21:20 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
I love this new feature. Its beauty is matched only by its elegant implementation. Overheating, barrel swapping, it's all very cool. I want to give Flugente serious applause for the new feature.


However, there are a few problem with the system. First, I come from a place where there are a lot of guns (Utah), and I can tell you from experience that different guns overheat at wildly different rates. Second, jamming is one of the last problems to creep up once a gun starts to overheat. Parts usually start to melt or catch on fire before then.

Here are a few visual examples:

AR-15 (Catches on fire at 14 mags, starts to starts to experience fire-rate issues at 22 mags, and begins to jam/fail at 26 mags)
http://www.youtube.com/watch?v=Kzfm4pYhIyY


AK-47 (On fire after what looks like six, 75rd drums [450 rounds total] on the ground, but still firing without jams for an additional 225 rounds.)
http://www.youtube.com/watch?v=eNAohtjG14c


AKSU-74 (Wooden furniture starts to burn after two mags. Gun becomes unhandleable at 10 and 1/2 mags. No jams. --Since he's "bump firing," he claims the misfires are not jams, but a side-effect of the bump fire at high temperatures because he can't grip the gun properly.)
http://www.youtube.com/watch?v=SsDNpoXxWCA [CAUTION: SOME LANGAUGE)


Glock 18 (No fire. No jams. Still working flawlessly after 298 continuous rounds).
http://www.youtube.com/watch?v=Zw-o3p4ZMtE


As you can see, AKs start to catch on fire after just two to three mags, if dumped in quick succession, but aren't jamming. The AR, on the other hand, can burn through more almost 15 mags before it starts to even catch on fire. I understand that gauging exact 'burn rates' for each firearm is a nearly impossible task, without access to the guns themselves, but from experience, let me put forward that guns with polymer and plastic furniture tolerate heat much better than those made out of wood. Further, jamming isn't necessarily the issue with overheating, although it does happen with prolonged use at high rates of fire.


So a few thoughts:

In game terms, I think having the guns' condition degrade while the guns are over-heated is a excellent way to treat them (with jams occurring naturally as the gun degrades--although jams seems to be happening very frequently now; often even when the gun is in the 90% quality range regardless of whether or not the gun is 'hot' or 'cool'--also is very unrealistic--not sure what's up with that?) In addition, the rates at which guns overheat need to be tweaked--I'm happy to offer my assistance if necessary. But if I put two mags through an MP5 on full-auto, the only thing that's hot when I put it down is the tip of the barrel--I know from experience. The gun itself is in perfect shape.

I think the current feature reducing accuracy when guns are severely overheated is accurate, and it's great just as it is.

The jamming system needs to be fixed. I know this can be done through the INI editor, but if we're really going for some sort of realism, adding jamming to overheating guns, at least in anything but the mid-to-late stages of overheating, isn't accurate. In the case of old school weapons (I mean VERY old school--WWII or earlier), overheating could cause guns to jam because the parts weren't precision made so they all expanded at different rates, causing the gun to mechanically fail. However, anything older than WWII (including the AK47) largely side-steps this problem. Just playing the game, guns jamming all the time because of overheating feels very unrealistic, and isn't anything like my own real world experience. The real danger in overheating is that the barrel and rifling can begin to deform and fail after prolonged overheating, but even then, it takes A TON of heat for A LONG time to start doing damage to the barrel. As a result, I suggest that gun overheating be used to add 'permanent' damage to guns which can't be reversed (as per under the new repair system), but that damage needs to take longer to accumulate and it currently does.(e.g.: overheating effects need to be slowed down).

In the case of guns catching on fire, I'm not sure how to model this, other than to assume that the mercs are wearing gloves, or that guns that are EXTREMELY overheated can begin to deal damage to users.

Finally, in the real world, it's not uncommon AT ALL for soldiers to pour their canteens over their guns when they get overheated. It actually works quite well, even on LMGs, and it would be neat if we could do the same in the game. Granted, soldiers usually pour their WHOLE canteen over their overheating firearm in order to get a significant (if temporary) decrease in temperature, so if it's implemented, I think the game ought to reflect that accordingly.

[Updated on: Wed, 25 September 2013 21:33] by Moderator

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Private 1st Class
Re: Feature: Overheating Weapons[message #325692] Wed, 25 September 2013 21:35 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Well, I come from a place with very few guns (Hessen), and admit I have no knowledge of firearms whatsoever, apart from shortly playing soldier as a conscript Smile

I tried to make a compromise between realism and playbility here. If guns were to use real-world values on overheating, this would hardly ever be an issue (I cant remember any JA2-fight where I fired 26 mags from the same gun). So overheating is much more dramatic here.

It seems to me most of these issues can be solved via data. If you massively increase a weapon's , overheating will have a much smaller effect on jamming, for example.

A huge issue with this is that we don't have any accurate values for the guns. As said, I have no idea on gun behaviour, so simply made up values. If you have better ones, be my guest - just keep in mind that overheating should still be an issue with guns. This also goes for the cooldown values.

Cooling down guns with a canteen is easily doable (needs a simple new merge type), but is that really done? Wouldn't rapid cooling damage the gun? (I have no idea, that's why I'm asking). Though it seems whacky enough to fit Ja2...

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Captain

Re: Feature: Overheating Weapons[message #325698] Thu, 26 September 2013 01:56 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
I completely agree that overheating should still be an issue with guns. It's such a great feature, and fun, that it would be a shame to make it "too real" (e.g.: not much of a problem).

I think balancing the gameplay with real life could be well achieved by slowing the overheating rate by 3-5x, but making damage done to the gun caused by overheating after that MUCH more severe, and making it PERMANENT (and/or fixable by a barrel swap)to simulate barrel/fire damage. I'd eliminate jamming altogether (except as a side-effect of normal "wear and tear" damage cause by the overheating itself, which seems plausible.) I think having guns do small amounts of damage to mercs per turn or SEVERELY affecting accuracy (to account for the weapon being too hot to handle) after the gun becomes EXTREMELY HOT (5-10 mags, maybe? We'd have to find the right balance), would also be a good way to model it in addition to the above.

I'm happy to go through and change the values on overheating for the different weapons based to some degree on their real-world counterparts. I wrote some of the 1.13 gun descriptions initially (in 2007 I think?, "Cousin Lester" was a creation of mine), and I've been meaning to go back through a rewrite some of the more 'vanilla' descriptions anyway. Your gun cooldown times seems accurate, for the most part. Once heated up, they DO take a while to cool back down again (sometimes 10-20 minutes).

As far as canteens go--yes. That's very real. I'm not a metallurgist, but I assume it's because the barrels are already rapid-cooled to begin with on their initial forging, so re-cooling them rapidly doesn't realign their molecular structure in any significant way (e.g.: the metal's already been changed in that way by the initial forger). Regardless, troops are trained to do it, and have been doing so since the invention of the first air-cooled machine guns nearly 100 years ago. It's still done today, and almost ubiquitously whenever a gun needs emergency cooling. In fact, when soldiers don't want to use their water, they pee on it. Smile True story. People also do it all the time in competition shooting without a problem. I hear that rapid water cooling isn't the BEST for the gun in the VERY long term life of the gun (better to air cool), but in terms of short term functionality or damage, or even the average life of the gun, it's not a problem.

I've never served in the military, so that's cool you did your time. Props to you for gutting it out Smile

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Private 1st Class
Re: Feature: Overheating Weapons[message #325705] Thu, 26 September 2013 04:40 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
Also, I read somewhere on here someone suggesting that cooling rates could very by day/night and weather cycles. That's actually very true. If it's 50 degrees F at night(~10.0 C), but more than 100 F during the day (~39.0 C), you're talking about a BIG difference in the heat exchange rate. You could probably get that AK to cool a third to half again as fast in the cooler air. Once the temp breaks about 100 F, guns stay much hotter, longer, especially if there's no humidity. I don't know why exactly, but I'd bet it has something to do with the air density. Could be a neat feature, but I understand it might be a nightmare to code, so I wouldn't blame you for one second if you didn't want to implement it. If you did, desert sectors come to mind as a place where guns could have cooling problems.

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Private 1st Class
Re: Feature: Overheating Weapons[message #325718] Thu, 26 September 2013 12:52 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:154
Registered:February 2012
Location: Poland
Based on what Zundman wrote, how about taking the (approxiate, since we can't easily measure them) values from the real world and then divide them by some constant (preferably tweakable in the INI) to fit the game. It's kinda similar to how one tile = 10 meters for the purpose of gun range calculations.

Also, as far as I understand the new repair system - the normal threshold is what can you do having an access to just the mechanic tools, and no additional materials (no new barrel and gun parts), while the advanced repairs do have access to replacement parts/creating a new parts yourself - that's why it's initially restricted to locals (that we assume have an access to wide variety of tools, parts and raw materials) but if the user decides, engineers and technicians can do it as well, most likely assuming that they can obtain or create replacement parts and not only repair the existing ones.
So, in my conclusions, overheated guns doing a 2nd type of damage is reasonable, as it'll "permanently" damage the part, that can be repaired, albeit only by the advanced repairs (by effectively replacing barrel or damaged part).

As far as jamming goes - it seems that it could be solely damage-dependent, as it seems that the direct overheating of a weapon does not affect the probability to jam, but indirectly it does, as it damages the weapon.

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Staff Sergeant
Re: Feature: Overheating Weapons[message #325726] Thu, 26 September 2013 14:09 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Zundman7301

In game terms, I think having the guns' condition degrade while the guns are over-heated is a excellent way to treat them (with jams occurring naturally as the gun degrades--although jams seems to be happening very frequently now; often even when the gun is in the 90% quality range regardless of whether or not the gun is 'hot' or 'cool'--also is very unrealistic--not sure what's up with that?)

The fact that guns jam very frequently when they are in good condition already existed in vanilla. This should be fixed. Enemies never experience gun jams and they often run around with weapons where the status is in the 40s...
There is probably no jam code for their guns but with the current flaw you can't even use a gun that was dropped because it will jam right away.

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Lieutenant
Re: Feature: Overheating Weapons[message #325740] Thu, 26 September 2013 16:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
silversurfer
The fact that guns jam very frequently when they are in good condition already existed in vanilla. This should be fixed. Enemies never experience gun jams and they often run around with weapons where the status is in the 40s...
There is probably no jam code for their guns but with the current flaw you can't even use a gun that was dropped because it will jam right away.

Pls. don't "fix" this; IMO this is a good feature of balancing, that you'll have to repair the loot before putting it to regular use.
(And pls. never ever make enemy suffer from jams; this would make AI even less threatening ...)

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Sergeant Major
Re: Feature: Overheating Weapons[message #325748] Thu, 26 September 2013 19:50 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Meh, its a micromanagement feature that just slows game down, doesn't make it any harder. I've seen this discussion before at least twice. I'd simply suggest to externalize drop condition of items for each level and people can play it as they want.

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Master Sergeant
Re: Feature: Overheating Weapons[message #325756] Thu, 26 September 2013 21:33 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
As a matter of fact, if implemented correctly, it should make the game more difficult. I can't speak for Flugente, because it's his feature, but if he decides he wants to do it and a few tweaks are made, it would definitely have an effect on the way the game is played.

Want to use that Colt M4A1 like a LMG? Well, now you can't. At least not for long. You can try and dump all the Beta C-Mags through it you want, but after two of them, your barrel will start melting down, and your gun is toast. Now you have to plan and use weapons for the roles they were tactically intended for. LMG's can swap barrels in the middle of combat for a set amount of AP's, assault rifles can't, so if you start melting your AR down, you're going to have to switch to your backup weapons and now you're out an AR--tough luck if your weapons are special ordered from BR's and you're out on patrol. Still want to use three mercs with LMG's to suppress an entire sector of 64 soldiers? Can't do that, either. Because even an LMG will melt through their barrels if you sustain fire long enough (unless you bring another merc along with a backpack full of barrels, but that's the point.) Now auto-fire and suppression become limited tactical choices that have to be balanced with all your other offensive options if you want to win the day. An additional result would be that pistols and SMGs now become more necessary as side-arms, because if you find yourself in a position with your pants down and you have to burn out your barrel (some soldiers do), at some point you're going to have to fall back on another weapon. Overheating is a huge reason different weapon classifications exist in real life (AR v LMG, etc.) They change the flow of battle, and the way you have to fight to win.


I just read this morning that the German Army is having problems with their G36's. After about 200 rounds of rapid fire, they become wildly inaccurate and ineffective beyond 100-200 yards(!!!!) until they cool down. So, if implemented, the G36 would still be a great AR, accurate, with a built-in scope, etc, but you're not going to be able to pour the fire through it like it's a machine gun for very long unless you want to destroy its efficacy. That's going to affect which mercs you decided equip it with, and what role they (and it) will play in your squad.

Would be a blast.

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Private 1st Class
Re: Feature: Overheating Weapons[message #325761] Thu, 26 September 2013 22:09 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Faalagorn
Based on what Zundman wrote, how about taking the (approxiate, since we can't easily measure them) values from the real world and then divide them by some constant (preferably tweakable in the INI) to fit the game. It's kinda similar to how one tile = 10 meters for the purpose of gun range calculations.
Sure. Just send me the current Items.xml and Weapons.xml after you've obtained and entered all those values. And don't forget the ammo type modificators.

Cooling gun with canteens is an easy-to-to merge type. Most work would be adding that merge to the gazillion guns. Smile

Factoring in temperature on generating/losing heat can be done easily. I did not do that because it seems insignificant to me in a small country like Arulco, with a more or less constant climate. Also, the current sector heat system has like 3 different values Smile

Code clarifications: Guns aren't damaged by heat directly. Heat merely increases the chance that a gun takes damage from firing (this is evaluated every shot). Same for jamming, guns don't jam because of heat, it merely increases the chance that a gun jams. The gun taking damage/jamming are the only kind of malfunctions we have (apart from rather impressive ones with GLs/RPGs). The merc taking damage because his AR is burning seems rather outlandish to me. Adding extra permanent damage when overheated would break the basic concept of the repair threshold - if a gun has of 10, this means that there's a 10% chance that if it's damaged, its threshold gets lowered too. Not 10% + f(temperature).

The enemy never suffers from jamming guns. The AI doesn't know how to handle it, and I don't know how it could - it can either waste bullets trying to fire, or drop the gun - at which point it flees. It would also suffer tremendously from guns in bad conditions.

What I could add, however, are global modificators for jam threshold/damage threshold/cooldown, similar to OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER.

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Captain

Re: Feature: Overheating Weapons[message #325766] Thu, 26 September 2013 23:48 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
Flugente


Code clarifications: Guns aren't damaged by heat directly. Heat merely increases the chance that a gun takes damage from firing (this is evaluated every shot). Same for jamming, guns don't jam because of heat, it merely increases the chance that a gun jams. The gun taking damage/jamming are the only kind of malfunctions we have (apart from rather impressive ones with GLs/RPGs). The merc taking damage because his AR is burning seems rather outlandish to me. Adding extra permanent damage when overheated would break the basic concept of the repair threshold - if a gun has of 10, this means that there's a 10% chance that if it's damaged, its threshold gets lowered too. Not 10% + f(temperature).


Is is possible to add a new condition? (e.g.: If heat = X, then increase to 100? If not, changing the global modifiers so that guns take damage every shot, 100% of the time once they hit a certain heat level is almost as good. Some damage would be temporary, some permanent. Seems plausible.

Temperature factoring could be a neat bonus. Certainly night/day cycles are a possibility. Whether or not Arulco has temperature fluctuations big enough to matter is really a matter of fiction. It just depends on what we want to say it is (SOME range is plausible) Smile I'm personally ambivalent. I think it's fine either way.

Cooling guns with canteens would be a great addition. If you can do it, I think it would add a great element to the system. Smile

I'll take a shot at the .xmls. Ammo modifiers would probably only change with the cold-loaded and tracer rounds, and much more so with the later than former, but I'll do some research on the others and get back to you. --Can you send me a crash course in the way the values are calculated so I have an idea of how to adjust them?

[Updated on: Thu, 26 September 2013 23:54] by Moderator

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Private 1st Class
Re: Feature: Overheating Weapons[message #325767] Thu, 26 September 2013 23:56 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Zundman7301
Flugente

Code clarifications: Guns aren't damaged by heat directly. Heat merely increases the chance that a gun takes damage from firing (this is evaluated every shot). Same for jamming, guns don't jam because of heat, it merely increases the chance that a gun jams. The gun taking damage/jamming are the only kind of malfunctions we have (apart from rather impressive ones with GLs/RPGs). The merc taking damage because his AR is burning seems rather outlandish to me. Adding extra permanent damage when overheated would break the basic concept of the repair threshold - if a gun has of 10, this means that there's a 10% chance that if it's damaged, its threshold gets lowered too. Not 10% + f(temperature).


Is is possible to add a new condition? (e.g.: If heat = X, then increase to 100? If not, changing the global modifiers so that guns take damage every shot 100% of the time once they hit a certain heat level is almost as good. Some damage would be temporary, some permanent. Seems plausible.
That is what already happens. The higher the temperature/threshold ratio, the higher the chance of damage.

Zundman7301
I'll take a shot at the .xmls. Ammo modifiers would probably only change with the cold-loaded and tracer rounds, and much more so with the later than former, but I'll do some research on the others and get back to you. --Can you send me a crash course in the way the values are calculated so I have an idea of how to adjust them?
Ammotypes have a single tag: determines the extra heat generated. 0.5 means +50% heat when using this type of ammo - so if the gun would normally generate 100 pts of heat, it now generates 150.

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Captain

Re: Feature: Overheating Weapons[message #325769] Fri, 27 September 2013 00:02 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
silversurfer

The fact that guns jam very frequently when they are in good condition already existed in vanilla. This should be fixed. Enemies never experience gun jams and they often run around with weapons where the status is in the 40s...
There is probably no jam code for their guns but with the current flaw you can't even use a gun that was dropped because it will jam right away.
[/quote]

I'm fine with the dropped guns having a degree of damage to them. And I agree with Sam that the enemy suffering jams would nerf the game a little when, IMO, we're trying to find ways to make the AI more threatening. However, the jam threshold on damaged weapons does seem off. When a gun I've picked off an enemy consistently jams when it's still at 94%, that's a little kooky. If I were assign a percentage value to gun conditions in some quantitative way based on my experience with guns in real life, I wouldn't expect any jamming until you fall into the mid-80% range, and even then it would be more uncommon than not. I think this is a discussion for another thread, though. I'll see if I can find if one exists and post it there. If not, I'll start a new one. Don't hesitate to let me know where you think this discussion should go.

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Private 1st Class
Re: Feature: Overheating Weapons[message #325771] Fri, 27 September 2013 00:18 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Zundman7301
silversurfer

The fact that guns jam very frequently when they are in good condition already existed in vanilla. This should be fixed. Enemies never experience gun jams and they often run around with weapons where the status is in the 40s...
There is probably no jam code for their guns but with the current flaw you can't even use a gun that was dropped because it will jam right away.

I'm fine with the dropped guns having a degree of damage to them. And I agree with Sam that the enemy suffering jams would nerf the game a little when, IMO, we're trying to find ways to make the AI more threatening. However, the jam threshold on damaged weapons does seem off. When a gun I've picked off an enemy consistently jams when it's still at 94%, that's a little kooky.

Well, if that's so, silversurfer was wrong that this has ever been in like this.
In older versions like 4870 stable a gun will rarely jam at 94% condition; the occasional jam starts somewhere in the 80ies and below AFAICS.
And that's what I think is good value so that you can't use most dropped weapons immediately in the very same battle you found them.

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Sergeant Major
Re: Feature: Overheating Weapons[message #325776] Fri, 27 September 2013 01:23 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
Sam_Hotte

In older versions like 4870 stable a gun will rarely jam at 94% condition; the occasional jam starts somewhere in the 80ies and below AFAICS.


I agree with you. That was my point. Seems different now (94% might be an exaggeration, but items at 91% seem to jam). But that's just a passing observation.

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Private 1st Class
Re: Feature: Overheating Weapons[message #325778] Fri, 27 September 2013 01:48 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:154
Registered:February 2012
Location: Poland
Uriens
Meh, its a micromanagement feature that just slows game down, doesn't make it any harder. I've seen this discussion before at least twice. I'd simply suggest to externalize drop condition of items for each level and people can play it as they want.

Another suggestion would be adding an INI option to effectively turn off the repair systems altogether (i.e. make all the items at 100% condition, then you would only have to worry about overheating, unless you turned that off as well). I'm nowhere against it, even though I would not use this (I adore micromanagment in JA2 Smile. Sure, it would render tool kits and engineer perks less relevant, but hell, it's already like that if you disable dirt system (cleaning kits) or food system (food & water and the new background modifiers) - and they can be turned off no ptoblem. The only thing that probably prevented from considering doing so, is that the repair is vanilla, so every hardned vetered knows it should be there, but I don't think this should be a limiting factor - if someone don't want to bother repairing items, or want a different kind of gameplay where you don't have to worry about repairing, then why not?

Flugente
Factoring in temperature on generating/losing heat can be done easily. I did not do that because it seems insignificant to me in a small country like Arulco, with a more or less constant climate. Also, the current sector heat system has like 3 different values Smile

Remember that 1.13 isn't limited to Arulco - there is nothing against making a mod campaign located on a north pole, or even a map with a campaign with a magical portal that allows you to instantly travel from a polar sector to a desert Smile. Also keep in mind that 1.13 also supportes UB, and Tracona's climate is widely different than Arulco's.

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Staff Sergeant
Re: Feature: Overheating Weapons[message #325779] Fri, 27 September 2013 02:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Faalagorn

Flugente
Factoring in temperature on generating/losing heat can be done easily. I did not do that because it seems insignificant to me in a small country like Arulco, with a more or less constant climate. Also, the current sector heat system has like 3 different values Smile

Remember that 1.13 isn't limited to Arulco - there is nothing against making a mod campaign located on a north pole, or even a map with a campaign with a magical portal that allows you to instantly travel from a polar sector to a desert Smile. Also keep in mind that 1.13 also supportes UB, and Tracona's climate is widely different than Arulco's.
Which is meaningless, as the stuff is currently hardcoded Very Happy

But yes, can be done similar to the dirt system's sector specific natural dirt system.

Then again, the next thing you people want is sector specific temperature forecasts, taking into account the rain showers :umbrella: . Resulting in a need for additional 256 * 24 temperature values. Don't deny it, thats exactly what you want here. It never ends with you people :rant2: :heavy: :coffee: :moosegrin: :bluegrin: :wave:

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Captain

Re: Feature: Overheating Weapons[message #325781] Fri, 27 September 2013 04:20 Go to previous messageGo to next message
Zundman7301 is currently offline Zundman7301

 
Messages:38
Registered:June 2005
Location: USA

Flugente
Then again, the next thing you people want is sector specific temperature forecasts, taking into account the rain showers :umbrella: . Resulting in a need for additional 256 * 24 temperature values. Don't deny it, thats exactly what you want here. It never ends with you people :rant2: :heavy: :coffee: :moosegrin: :bluegrin: :wave:


Ha! That actually made me laugh out loud. That's why I was kind of ambivalent about it in the first place. Seemed like a giant rabbit-hole with no end...

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Private 1st Class
Re: Feature: Overheating Weapons[message #325787] Fri, 27 September 2013 10:23 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
We can skip the forecasts.. we all know how accurate the weather people are.

The actual temp. values would probably be useful code for someone at some point, though I wonder at that point if we aren't leaving the TBT/S stuff and trying to become a sim at that point.

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Master Sergeant
Re: Feature: Overheating Weapons[message #325788] Fri, 27 September 2013 11:03 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:154
Registered:February 2012
Location: Poland
pheloncab
though I wonder at that point if we aren't leaving the TBT/S stuff and trying to become a sim at that point.
Let's just skip the peeing on the guns part for now, shall we Smile?

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Staff Sergeant
Re: Feature: Overheating Weapons[message #325792] Fri, 27 September 2013 12:08 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Faalagorn
pheloncab
though I wonder at that point if we aren't leaving the TBT/S stuff and trying to become a sim at that point.
Let's just skip the peeing on the guns part for now, shall we Smile?
Yes, since that would require a system to handle liquid intake and output to determine how often ... eh ... lets just not go there.

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Captain

Re: Feature: Overheating Weapons[message #325801] Fri, 27 September 2013 14:58 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Well, you guys have added food system, you are thinking on clothing system. Why not peeing system? ROFL

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Master Sergeant
Re: Feature: Overheating Weapons[message #325803] Fri, 27 September 2013 15:01 Go to previous messageGo to previous message
Gambigobilla

 
Messages:693
Registered:July 2008
When Flugente first introduced food system, i asked him if my mercs can take a dump with this feature. He punched me through internet.

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First Sergeant
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