Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE!
Re: MAM 2.0 by MJOne[message #287564] Mon, 25 July 2011 13:27 Go to previous messageGo to next message
Slax

 
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Really hope there's a way around the price issue. Having money mean something again (I tend to have 200k+ on my account mid-game) makes a world of difference. I'd even call it balanced!

Re: MAM 2.0 by MJOne[message #287567] Mon, 25 July 2011 13:49 Go to previous messageGo to next message
Logisteric

 
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Slax
Really hope there's a way around the price issue. Having money mean something again (I tend to have 200k+ on my account mid-game) makes a world of difference. I'd even call it balanced!


sorry slax, the need to burn money simply comes from that ridiculuous [alt]-[LMB]-selling

as the money-problem has been reduced to the very early campaign (where you can just up you cash in the ini -> no more probs) we now need to get rid of that money (i don't see insane gun-prices to be the right joice for that purpose)

i'd like to link 'selling to the mob' to civillian uprisings in the hinderland - unfortunately that's even more difficult
Re: MAM 2.0 by MJOne[message #287591] Mon, 25 July 2011 20:03 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.0 by MJOne[message #287602] Mon, 25 July 2011 21:27 Go to previous messageGo to next message
Logisteric

 
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that is the problem - you simply trigger an inflation in arulco - to up tony's money is toast, though
Re: MAM 2.0 by MJOne[message #287603] Mon, 25 July 2011 21:34 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.0 by MJOne[message #287605] Mon, 25 July 2011 21:51 Go to previous messageGo to next message
Logisteric

 
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you can also set him do pay only 2% - just another piece of toast
Re: MAM 2.0 by MJOne[message #287610] Mon, 25 July 2011 22:13 Go to previous messageGo to next message
Gorro der Grüne

 
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Registered:March 2009
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I had 32.000.000 in vanilla without cheating in JA2 money NEVER was a problem.

oc ONLY if You played it the buzsim way.
Re: MAM 2.0 by MJOne[message #287612] Mon, 25 July 2011 22:16 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.0 by MJOne[message #287613] Mon, 25 July 2011 22:17 Go to previous messageGo to next message
Logisteric

 
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he said VANILLA
Re: MAM 2.0 by MJOne[message #287614] Mon, 25 July 2011 22:26 Go to previous messageGo to next message
Gorro der Grüne

 
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it was normaly from day 1.500 on

only idiots end a neverending and comfordable little war (=moneyprinting device) the patriotic (fast) way.

I'm NOT an Arulcan
Re: MAM 2.0 by MJOne[message #287674] Tue, 26 July 2011 14:18 Go to previous messageGo to next message
tais

 
Messages:796
Registered:February 2008
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I also did that once, just kept on camping my mines and letting the cash roll in..
Somehow i was lucky enough to not have the mines quit on me.. even after about a 1000 days..

☆☆M☆☆
Re: MAM 2.0 by MJOne[message #287676] Tue, 26 July 2011 14:18 Go to previous messageGo to next message
MJOne

 
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Registered:March 2010
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I will try to normalize the optional prices for now.(to suit the 65536 cap)
Re: MAM 2.0 by MJOne[message #287690] Tue, 26 July 2011 17:51 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
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Hey MJOne, are you going to make the 9x39mm round the subsonic monster it actually is?
Re: MAM 2.0 by MJOne[message #287699] Tue, 26 July 2011 19:03 Go to previous messageGo to next message
MJOne

 
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Well the 9x39mm is not really that good. It has third the kinetic energy of for example the 7.62x39mm round.

9x39mm = 819 Joules
7.62x39mm = 2586 Joules

And remember the 9x39mm is a wider bullet then the 7.62 round, which will generate more friction when striking materials. It is heavier(twice), but it has not better ballistics then the 7.62 round. If both are using the same materials.

The 9x39mm round is made to be silent, and that comes with a price. When you have a bullet flying at 320 m/s versus the 7.62 = 804 m/s you will not have the same performance.

It is silent and deadly, but not that deadly.

However I will take some time to study what you are saying, closer.

I'll return.

[Updated on: Tue, 26 July 2011 19:52] by Moderator

Re: MAM 2.0 by MJOne[message #287701] Tue, 26 July 2011 20:22 Go to previous messageGo to next message
Headhunter

 
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Yeah, a subsonic round is not as powerful as a supersonic one, that goes without saying. I just meant that in JA2 the 9x39 isn't subsonic, just SAP.
Re: MAM 2.0 by MJOne[message #287703] Tue, 26 July 2011 21:11 Go to previous messageGo to next message
MJOne

 
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Well all my ammo types are based upon REAL ammo, atleast all that I could find, about 98% of them.
If you have any doubts, read my presentation.

My 9x39mm ammotype is based upon the SP-6 (7N9) round.

[Updated on: Tue, 26 July 2011 21:30] by Moderator

Re: MAM 2.0 by MJOne[message #287704] Tue, 26 July 2011 21:36 Go to previous messageGo to next message
Waldzios
Messages:1
Registered:July 2009
I just notice that the 12 Gauge Flechette ammo have the number bullets set to 1, is it bug or on purpose?
Re: MAM 2.0 by MJOne[message #287707] Tue, 26 July 2011 22:02 Go to previous messageGo to next message
MJOne

 
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That is a bug! THANK YOU for letting me know! Smile

Im on it ASAP!
Re: MAM 2.0 by MJOne[message #287708] Tue, 26 July 2011 22:04 Go to previous messageGo to next message
MJOne

 
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Fixed!
Re: MAM 2.0 by MJOne[message #287719] Wed, 27 July 2011 00:18 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
MJOne
Well all my ammo types are based upon REAL ammo, atleast all that I could find, about 98% of them.
If you have any doubts, read my presentation.

My 9x39mm ammotype is based upon the SP-6 (7N9) round.



I've read it, and checked the XML's, but I can't find any mentions of reduced noise. Even for cold ammo...

Simple question though, did you add a noise-reducing "parameter" to the 9x39 round? Smile
Re: MAM 2.0 by MJOne[message #287724] Wed, 27 July 2011 01:16 Go to previous messageGo to next message
MJOne

 
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Ahh thanks Headhunter is see what you mean now, the makers of 1.13 have not used noise reduction here in the xml editor on that specific round, I didn't notice that until now when you brought it up. I'll look into it, do you have any suggestion what value you would put here?

I will do some research on the round. If you know something, please spill the beans Smile

Thank you!
Tack ska du ha! Smile

[Updated on: Wed, 27 July 2011 01:17] by Moderator

Re: MAM 2.0 by MJOne[message #287725] Wed, 27 July 2011 01:16 Go to previous messageGo to next message
MJOne

 
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Registered:March 2010
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All the noise reduction values in MAM 2.0, are vanilla 1.13 as we speak...

[Updated on: Wed, 27 July 2011 01:17] by Moderator

Re: MAM 2.0 by MJOne[message #287726] Wed, 27 July 2011 01:23 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.0 by MJOne[message #287733] Wed, 27 July 2011 02:11 Go to previous messageGo to next message
MJOne

 
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Location: Sweden
Sure I will make a changelog hidden in a spoiler button... Wink

Great! Smile
Re: MAM 2.0 by MJOne[message #287758] Wed, 27 July 2011 12:09 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
MJOne
Ahh thanks Headhunter is see what you mean now, the makers of 1.13 have not used noise reduction here in the xml editor on that specific round, I didn't notice that until now when you brought it up. I'll look into it, do you have any suggestion what value you would put here?

I will do some research on the round. If you know something, please spill the beans Smile

Thank you!
Tack ska du ha! Smile


I don't know exactly what would be an appropriate value, but it should be comparable to the other subsonic rifles (HK SL9SD & VSSK Vychlop). The integrated noise reduction in the AS Val, VSk and VSS should also be lowered a little bit to make up for it I think.


WEAPON: Attack Volume -Noise reduction%
AS Val: 60 -85%
Groza OC-14-4A-01: 72 -
Vikhr SR-3: 75 -
VSk-94: 65 -80%
VSS Vintorez: 60 -85%

HK SL9SD: 80 -85%
VSSK: 70 -80%

For reference, here's the noise reduction from supersonic cold ammo.

5.45x39 -14%
5.56x45 -14%
7.62x25 -14%
7.62x39 -4%
7.62x51 -9%
9x19 -6%

Subsonic ammo

7.62x37 -8%
12.7x97 -4%

[Updated on: Wed, 27 July 2011 12:09] by Moderator

Re: MAM 2.0 by MJOne[message #287873] Fri, 29 July 2011 05:50 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
I will look into it, as soon as I can.

BTW, check the first post, I uploaded a picture on something im experimenting on right now...
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288025] Sun, 31 July 2011 18:01 Go to previous messageGo to next message
Cell

 
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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288092] Mon, 01 August 2011 14:32 Go to previous messageGo to next message
MJOne

 
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Thanks for the tip Cell, I will remember that. Smile

All cold ammunition have a damage/penetration penalty, but why not range as well. I will look into it!

[Updated on: Mon, 01 August 2011 14:34] by Moderator

Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288093] Mon, 01 August 2011 15:05 Go to previous messageGo to next message
Cell

 
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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288111] Mon, 01 August 2011 21:54 Go to previous messageGo to next message
MJOne

 
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Registered:March 2010
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I enjoy reading your never-ending enthusiasm for this game Cell! Smile

But Im not sure we need a new variable, as you state, I will show you why. The dynamics is already there. I will post two pictures to show you what I mean:



Take a look at the anti-material rifles:



Just to further show you how deadly the anti-material rifles are(armor rating starts at 85 here):




All the numbers are based on FMJ ammo, not AP.

Red = Heavy damage
Orange = Medium damage
Yellow = Light damage

First column = weapon name
Second column = damage on flesh
Third and onwards = damage at different armor ratings

These numbers are a rough overview, because ingame, there are a 25% chance of inflicting less or more damage and some other stuff... But you get my point...

Study the pictures in-depth and you will see what I mean, due to my formulas, some calibers are devastating when used on flesh, but almost worthless when it comes to medium/heavy armor, however you will still take energy damage. So even if you get shot by a shotgun(using buckshot) your armor will probarly stop the pellets, but your energy takes damage because of the blunt force.

I will let the numbers speak for themselves, that's the whole point of this mod, I have however adjusted the formulas to avoid any unwanted extremes in terms of gameplay. Smile

Someone might comment on the Barret and Gepard here, that they are extreme... well... They are "extreme", that's their nature...
Anti-material rifles are just that: anti-material rifles. They will blow a hole in you and your friend and your dog and your car and your house. Period.
They are developed to strike at light armor vehicles, first and foremost.

Anyways, back to work on 2.4! Smile

[Updated on: Mon, 01 August 2011 22:17] by Moderator

Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288112] Mon, 01 August 2011 22:04 Go to previous messageGo to next message
Cell

 
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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288119] Mon, 01 August 2011 22:55 Go to previous messageGo to next message
MJOne

 
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No I haven't come to that yet Wink

Im changing all the prices on the ammo atm. Smile
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288127] Tue, 02 August 2011 00:43 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
As for decreasing the range of subsonic ammo, I don't think true subsonic ammo (12.7x97, 7.62x37, 9x39) should have its range decreased, as the rifles using that ammo have quite short range already.
Supersonic cold-loaded ammo should have a range decrease though.
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288129] Tue, 02 August 2011 00:59 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
I agree, it has already short range because of it's muzzle velocity. Smile

Remember my range formula:

S = Bullet speed, meter/second
P = Number of pellets, fired at the same time
A = Aero Index(shape of the bullet, higher = sharper)


BASE MAX Range formula:

ROUND(((ROT((2*1,65)/9,Cool)*S)+(A^3))*IF(P>1;5/P;1)

[Updated on: Tue, 02 August 2011 01:01] by Moderator

Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288184] Tue, 02 August 2011 23:03 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
There is some major issues with the enemy ammo. When you loot enemy weapons, and unload their magazines, they disappear. I will do my best to find whats causing this, any help would be grateful!

I am so truly sorry for this! Sad
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288277] Wed, 03 August 2011 20:55 Go to previous messageGo to next message
MJOne

 
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Fixed it!
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288278] Wed, 03 August 2011 20:56 Go to previous messageGo to next message
PasHancock

 
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thanks Wink


I really love this Project!
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288279] Wed, 03 August 2011 20:59 Go to previous messageGo to next message
PasHancock

 
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"Recommended Tweaks

- Turn down NORMAL_SHOOTING_DISTANCE = 70 to NORMAL_SHOOTING_DISTANCE = 50 in the CTHconstants file
- Play with Drop-All-Feature
- Increase Cover effectivness
- Increase Prone effectivness"


Why?Can you explain
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288319] Wed, 03 August 2011 22:59 Go to previous messageGo to next message
PasHancock

 
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And also,a shotgun Reminghton (or how is it,) M870 has an ultimate Distance!Like 6000 and more

can you change that?
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288328] Thu, 04 August 2011 01:00 Go to previous messageGo to previous message
MJOne

 
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Registered:March 2010
Location: Sweden
The recommended tweaks are because of this:

With the New-CTH(NCTH) I tink the accuracy is far to high to have any long and more uncertain firefights. Remember, weaponwise, 1 tile = 10 meter. Graphicwise, 1 tile = 1 meter.

There is a dilemma here. I understand the nature of it though, it is because of the size of combat area, old computers(resolution and performance), melee gameplay, etc...

I think that trees, stones, and cover are not good enough in vanilla 1.13. And when the really BIG calibers start to fly around on the map, you want to have some cover.
So I turn up their effectivness so stealth and cover are more usable.

Prone effectiness = When you go prone, you are somewhat harder to spot then before.
I increase this value abit.

As far as the Remington, im not sure what you mean, in my weapons.xml it states a range of 66 meters.

Where can I find this ultimate distance variable?


Thanks for your involvment! Smile
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