Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New CTH system - Presentation
Re: New CTH system - Presentation[message #334999] Thu, 14 August 2014 20:12 Go to previous messageGo to next message
Meitsi

 
Messages:17
Registered:June 2009
Location: Finland
Understood.
Re: New CTH system - Presentation[message #335002] Fri, 15 August 2014 00:00 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
Gambigobilla
Sshhh, don't answer. Maybe he'll go away.


Smile)
Re: New CTH system - Presentation[message #337719] Fri, 14 November 2014 01:09 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010

===
best settings ... -

https://yadi.sk/d/bDk1Fk_iZMBWD


fixed ballistics\damege and ect. for all guns in 1.13 ... or 1.13+AIMnas ..

test it !

very good settings !

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Re: New CTH system - Presentation[message #339487 is a reply to message #337719] Wed, 18 February 2015 09:20 Go to previous messageGo to next message
dreamer2008

 
Messages:63
Registered:May 2010
I am curious, was the NCTH further developed to reach Headrock's vision? Because I remember he had to stop working on it, and it still had a lot of bugs. Did someone fix those bugs and improved it?

I am planning to use the NCTH in a new game start, since it sounds so awesome in Headrock's first posts, that's why I'm asking happy .

[Updated on: Wed, 18 February 2015 09:21]

Re: New CTH system - Presentation[message #339491 is a reply to message #339487] Wed, 18 February 2015 11:24 Go to previous messageGo to next message
silversurfer

 
Messages:2195
Registered:May 2009
You will just have to try the updated NCTH system and maybe tweak it a bit on your own if you are not satisfied with the defaults. I'm playing with the 1.13 default values and like it. Unlike some players I'm fully ok with the fact that every merc or soldier misses more in NCTH system. If you are used to the old headshot game and don't want to miss it you will probably not be happy with NCTH which produces more realistic hit percentages.

Just some example values of my current team:
- auto weapons ~ 25 percent
- machine gunner ~ 20 percent
- gunslinger ~ 35 percent
- shotguns (buckshot) ~ 40 - 50 percent
- shotgun (buckshot) hunter ~ 60 percent
- marksman ~ 45 percent
- sniper ~ 60 percent

This is at current progress 34 with appropriate equipment on WF maps. Hit rates will still improve with better equipment.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: New CTH system - Presentation[message #339493 is a reply to message #339491] Wed, 18 February 2015 11:38 Go to previous messageGo to next message
dreamer2008

 
Messages:63
Registered:May 2010
I don't mind having more realistic hit percentages, as long as the enemies have them as well happy
Re: New CTH system - Presentation[message #347862 is a reply to message #339493] Wed, 28 December 2016 16:16 Go to previous message
Pentti
Messages:1
Registered:December 2016
Location: Finland
Hi, I had to register to post this.

First of all I like the NCTH system. All the good stuff is there, yet I think that it emphasizes the effect of scopes a bit too much. Instead of complaining, I've been experimenting with some changes to NCTH system. Currently the magnification factor divides the radius of the aiming aperture circle causing for example the 4x scope to increase your accuracy by whopping 16 times. I added a square root to calculation of iMaxAperture in LOS.cpp and Interface.cpp. This causes the scope mag factor to divide the area of the aperture circle by effective mag factor. I can't say if this is more correct than the original calculation but it certainly feels better.
	iMaxAperture = iDistanceAperture / sqrt(fEffectiveMagFactor); 


I made another change to how muzzlesway is handled:
iAperture = ((iMaxAperture * pow ((FLOAT)uiMuzzleSway/100.0f, 2.0)));

This effectively makes the effect of aiming non linear so when you can get even a small improvement to muzzle sway value, it affects the aim considerably, without making everyone a sniper. With this chance, even with iron sights you can get reasonable accuracy to a target that you can see. The size of maximum aperture is unchanged.

I've been playtesting these changes with otherwise default options in CTHconstants.ini and gun play certainly feels better yet I'd recommend to disable the artificial bonuses to iron sigths for balance. If you're caught in the open you're dead, yet in cover getting a hit is hard. Merc skills seem a lot more prevalent now. You can't give Skitz an assault rifle with an agog and expect him to hit anything, which worked just fine before. Unaimed shots with scopes aren't that good and effects of skills and conditions affect your aim a lot more than before. With default settings the latter snippet increases general accuracy so I recommend to increase DEGREES_MAXIMUM_APERTURE in CTHconstants.ini to counteract that.
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