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: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288330] Thu, 04 August 2011 01:08 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
i just started game and i noticed that my Remington has like 6000 in Distance,thats a whole sector!

It shows 6000(6) i tested it and it can fly through all sector!

I think its a bug,you should check it in-game
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288331] Thu, 04 August 2011 01:18 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
I will see if I can replicate that bug here... Did you download the latest build?

And you must start a new campaign, otherwise the ammo that is used in your shotgun is actually something else... Smile

[Updated on: Thu, 04 August 2011 01:20] by Moderator

Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288335] Thu, 04 August 2011 01:40 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
I am playing latest MAM and i started new game,after i installed latest MAM and started new game,that bug appeared
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288344] Thu, 04 August 2011 02:10 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
hmmm wierd... I do not have that bug. I just tested it. :/
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288345] Thu, 04 August 2011 02:13 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
Is it only the Remington shotgun that is affected and whith what ammo type/s ?
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288347] Thu, 04 August 2011 02:14 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
Try re-download, ive uploaded a fresh copy from my latest session...
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288474] Fri, 05 August 2011 21:51 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
you make new version of your MAM so commonly that i have to start new game every time.You could make stable version with many updates after a week.I dont like to start game again and again Sad
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288476] Fri, 05 August 2011 22:00 Go to previous messageGo to next message
Cell

 
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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288491] Sat, 06 August 2011 01:53 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
This is a good stable version you can play, I won't update in abit from now. Sorry for all the fuzz, but it was a major error that I had to fix last time... Sad

Everything should work fine with this release(2.4.3)... Smile


Though I have already a 2.4.5 in the works Smile But it is not to be released in a while Smile

I have revamped all the armor ingame. Faster degradation, bigger differences between different armors, higher prices(following the differences), worse hearing with helmets that covers the ears, camo bonuses for different terrains depending on the colors, the dress clothes gives some "gameplayish" bonuses(red berett gives some AP bonus but negative camo bonus), black cap gives some stealth bonus. etc...

But im testing it right now, I agree with you 100% PasHancock, that's why im testing this version(2.4.5) alot now, so I don't have to update and fix all the leaks when I release it. Wink

[Updated on: Sat, 06 August 2011 13:09] by Moderator

Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288492] Sat, 06 August 2011 01:56 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Thanks Mjone,i can play game at last Razz
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288761] Wed, 10 August 2011 13:15 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Mjone i think i know why my shotguns give 6000+ distance,its because of Lock-Busting ammo for shotguns.Other ammo keeps Shotgun's at normal distance.

Can you see if Lock-busting ammo is also bugged in your Ja2 or your MAM,maybe its just something happened with my xml's.
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame. [message #288779] Wed, 10 August 2011 19:15 Go to previous messageGo to next message
Cell

 
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Registered:February 2011
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288783] Wed, 10 August 2011 19:24 Go to previous messageGo to next message
Logisteric

 
Messages:3500
Registered:December 2008
Location: B
Cell
Well AIMNAS currently work with something like that. But i also like the idea for having it in stable 1.13 overall in BoobyRays!
Think that will make sense with the new NMS if you can buy in future ammoboxes/empty magazines instead of filled magazines!
In case it would be nice to make a picture of ammoboxes with the BobbyRays logo on it instead of xy fabricator.
Maybe something like that: raw cardboard box + boobyrays logo in black font?! Smile



nah - it's a bad idea, ammoboxes would look all the same - optical people like me get mad (we have that btw in uc and ucNAS, without a br-logo of course)

if we get ammoboxes in standard 1.13 they should be directly stolen/borrowed from smeagol's aimNAS (you see at one glance what kind of ammo they are)
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288788] Wed, 10 August 2011 19:36 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288813] Wed, 10 August 2011 22:37 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
I have found some problems with ammo,i play with russian version so if i say Weapon's name wrong,forgive me

-I can load .50 Beowulf ammo with CP-11 Gurza

-I can load 7,62x54R (200 bullets)ammo with MP-445 - Varag

-I cant load Tip-85 (7,62X255MM) with its own ammo(i tried loading HP ammo but it didnt worked)

-Lock-Busting ammo for shotguns give +6000 distance

please fix this ASAP
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288823] Thu, 11 August 2011 00:57 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
This must be something with your Russian version, because I can't replicate those bugs over here. Wink Im sorry, everything works perfect for me! Sad
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288825] Thu, 11 August 2011 00:58 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
before i installed your MAM,everything was ok with ammo,now they are bugged
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288986] Sat, 13 August 2011 14:17 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288988] Sat, 13 August 2011 14:58 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
The case is 54mm while the the entire thing (bullet + case) is 97mm, thus 12.7x54 is the correct designation.

[Updated on: Sat, 13 August 2011 15:30] by Moderator

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288989] Sat, 13 August 2011 15:07 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288990] Sat, 13 August 2011 15:31 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
It's a very minor thing, but as RoWa is working on a patch it might as well be included...
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289259] Wed, 17 August 2011 09:25 Go to previous messageGo to next message
elenhil

 
Messages:59
Registered:June 2008
I'm surprised that with your new accuracy figures shotguns are that much inaccurate. Even for a merc with a Ranger trait they are barely useable, IMHO.

[Updated on: Wed, 17 August 2011 10:46] by Moderator

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289266] Wed, 17 August 2011 13:04 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
Yeah I noticed that to, I will fix it to the next release!

The biggest dilemma is that when it comes to the weapon ranges in JA2, which have all it's rights n wrongs, realism vs gamplay and all the other factors that limited the battle area in the early years(games) of computer power and on and on and on.....

Is that WEAPONWISE in JA2:

1 Tile/square = 10 meters

But GRAPHICWISE in JA2:

1 Tile/square = about 1 meter

So giving the shotguns a range of 7 is actually 70 meters, WEAPONWISE. But if you had a target at that range, GRAPHICWISE you would think you stand 7 meters from him. But the game mechanics treats it as he would be 70 meters away. Which is all confusing! It would be so great if we could have battle/combat areas that where 10 times bigger Smile

BUT I recognise the problem you have raised and I will make a special case for the shotguns and increase their range to 100-140 meters = 10/14 tiles and double their accuracy and try that.

Thanks for raising these issues! I need it to remember to make the changes! Smile

Speaking of shotguns... How about some new scopes like 2x, 4x and 7x, yes 7x, there is 7x scopes for shotguns. (Nikon NIK6317, ProStaff Shotgun Riflescope, 2-7x Variable)

Sniper SLUG mayhem Smile Anyways...


One other issue I find which I cannot account for, is that the enemy favours HP ammo over much anything else, maybe it is because some calibers using HP gives positive armor-piercing values and tumble values. An army is not likely to use HP as their standard ammo, but FMJ and in some rare cases AP. The standard issue ammo atm is FMJ in the ammo type file. But still, the AI goes for the HP, even though I have taken it out of the enemy ammo choices file. Can someone shed some light on this please?


[Updated on: Wed, 17 August 2011 13:57] by Moderator

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289368] Thu, 18 August 2011 19:31 Go to previous messageGo to next message
elenhil

 
Messages:59
Registered:June 2008
In addition, I think your formula-based approach to accuracy needs to be hand-tweaked in certain cases, like pistols. Starwalker obviously tried to create choices by making certain less interesting pistols (like that 8-round SIG or Luger) more accurate. Now they are equally accurate and thus redundant.
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289386] Thu, 18 August 2011 22:13 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
greetings.

while starting a new campaign using latest stable version of 1.13 + hotfix and MAM 2.4.3, i am running into serveral problems:

the majority of the enemies no longer has clips in their weapons, they have ammo boxes with an ammo count equivalent to the regular clips in them, resulting in the unability to reload in combat. more aggravating was the enormous weight of these boxes. the first battle in omerta became a joke because all enemy soldiers collapsed under 300+ kg at the start of the battle and stayed lying down helplessly till the end.

there seems to be a major flaw with the assignment of calibers/clips to the weapons.
some pistols use 7.62x54R Match (ammo boxes) intended for sniper rifles/machine guns, steyr aug-a2 uses steyr aug hbar mg-clips, type-85 smg cannot be reloaded with it's own ammo and dozen other examples.

also the "standard ammo type choice" of the non-broken guns seems to be odd. pistols and machine pistols always had cold-loaded ball, shotguns always lockbuster (btw i can confirm the 6.6xx+ meters range bug, and no, english version). i haven't played further as omerta, san mona and drassen yet.



was the weapon range of some weapons calculated with OCTH in mind? at least in NCTH (as far as i understood) weapon range is only the distance that the bullet flies without dropping. i am not a gun expert, but i highly doubt that for example a 5.56x45mm bullet flies ~700m in a straight line. currently playing/testing with a RANGE_COEFFICIENT = 1.35 instead of 2.0 (CTHConstants.ini) and a GUN_RANGE_MODIFIER of 50 instead of 100 (INI Editor) and manual adjustment of shotguns, 9x39mm weapons etc. to compensate.

i also suggest to revert the tagging of the majority of machine pistols with . it penalizes the trait gunslinger/gunfighter way too much in my opinion.

/wall of critic ends Wink
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289391] Thu, 18 August 2011 22:47 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Yes strongmann i had the same and calibers for weapons were wrong too,i just deleted every xml document from MAM to get rid of those bugs

delete all files from MAM except Ammo Types xml,this is xml document that changes bullet tumble,penetration etc,it doesnt give any bugs,i hope you have backups for table data.
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289415] Fri, 19 August 2011 04:16 Go to previous messageGo to next message
Cell

 
Messages:671
Registered:February 2011
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289428] Fri, 19 August 2011 12:48 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
Nice article Cell! Smile

I will definitely consider this for future release!
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289430] Fri, 19 August 2011 12:50 Go to previous messageGo to next message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
Read my articles on the frontpage.

If you have problem with the magazines it is probarly your version of JA2. I can't replicate the errors you get there. Everything works fine for me.

[Updated on: Fri, 19 August 2011 12:50] by Moderator

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289435] Fri, 19 August 2011 14:43 Go to previous messageGo to next message
Cell

 
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Registered:February 2011
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289436] Fri, 19 August 2011 15:22 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
MJOne
Read my articles on the frontpage.

If you have problem with the magazines it is probarly your version of JA2. I can't replicate the errors you get there. Everything works fine for me.


well i dont know,i installed your MAM,saw bugs in it,deleted MAM (except Ammo Types xml),putted 1.13 table data xml's and no bugs

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289451] Fri, 19 August 2011 16:28 Go to previous messageGo to next message
elenhil

 
Messages:59
Registered:June 2008
Btw, as a matter of feature request - can you make displayed gun damage dynamic like range is (with match ammo, etc)?
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289488] Fri, 19 August 2011 21:07 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289510] Sat, 20 August 2011 06:34 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289629] Mon, 22 August 2011 12:33 Go to previous messageGo to next message
Cell

 
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289737] Wed, 24 August 2011 02:36 Go to previous messageGo to next message
Cell

 
Messages:671
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289804] Thu, 25 August 2011 17:38 Go to previous messageGo to next message
elenhil

 
Messages:59
Registered:June 2008
What features will I miss if I do not install items.xml? I do not like the way you've changed armour side effects.
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289929] Sat, 27 August 2011 16:37 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Cell

btw. any chance to see MAM getting into the main trunk?



well i think Calculated Damage, Penetration, Tumble characteristics for all calibers can pass into "main trunk"
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #290173] Thu, 01 September 2011 00:15 Go to previous messageGo to next message
StartbahnWest
Messages:1
Registered:August 2011
Hello, i have some questions about this mod.

1) Why are the max. ranges for 5.56 mm rifels so high? For example, the M16A4 has a max. range of 703 and a 7.62 MG, like the PKM, 728. Shouldn't the 7.62 MG have a greater range, because of the more powerful round and longer barrel?
2) Why is the damage output for the VSSK, imho, so low - only 31? I would suggest to increase the damage, just look at this bullets:Click! The heaviest one has a weight of 76 gram (stated here!) And could you also add a reload sequence after each fired bullet since it's a bolt-action rifle?
3)I have also encounterd the bug with the Lock-Buster ammo, it adds range for the shotgun. Is there any workaround for this problem? I'm playing the latest german version of 1.13 (4552) and MAM 2.4.3.

Edit: Finally found the problem with the lock-buster ammo. The problem is the range reduction of the lock-buster ammo. Since the shotguns have a range of 80-70 and the range-reduction mod is -8 the game displays then this 6000+ range if you load the lock-buster ammo and the shotgun has a range below 80.

[Updated on: Thu, 01 September 2011 00:49] by Moderator

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #290268] Sun, 04 September 2011 00:47 Go to previous messageGo to previous message
MJOne

 
Messages:104
Registered:March 2010
Location: Sweden
Thanks for pointing out that "go-around value", I will fix that as soon as I can.

For the other issues, read my articles and then do the calculations. That's the best answer I can give right now, I don't want to brush you off but... sorry Wink


Im currently working on a indie game here, my time is limited here atm... Sad
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