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 #287531] Mon, 25 July 2011 01:24 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
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Registered:March 2010
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HOPS!

I think I found a pesky value, prices are caped at a binary number, 65536... 65536/64 = 1024 ... so the weapons that exceed this value will go around and start from zero...

So if you have a weapon that cost 70000 it will show: 70000-65536 = 4464 what a bummer...

I have to rework the price system tomorrow... sorry for that!

[Updated on: Mon, 25 July 2011 01:25] by Moderator

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Sergeant
Re: MAM 2.0 by MJOne[message #287533] Mon, 25 July 2011 02:01 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: MAM 2.0 by MJOne[message #287540] Mon, 25 July 2011 04:24 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
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I will have a look at the equipment, I can't say anything for sure there as of yet.

That's great! Smile


I wonder if anyone in here knows how to change the price binary that is capped at 65536?


If your price shows zero, then re-download... you might have downloaded when I was in-between updates.

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Sergeant
Re: MAM 2.0 by MJOne[message #287564] Mon, 25 July 2011 13:27 Go to previous messageGo to next message
Slax is currently offline 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!

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Sergeant Major
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

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Captain
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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Master Sergeant
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

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Captain
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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Master Sergeant
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

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Captain
Re: MAM 2.0 by MJOne[message #287610] Mon, 25 July 2011 22:13 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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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.

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Sergeant Major
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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Master Sergeant
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

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Captain
Re: MAM 2.0 by MJOne[message #287614] Mon, 25 July 2011 22:26 Go to previous messageGo to next message
Gorro der Grüne is currently offline 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

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Sergeant Major
Re: MAM 2.0 by MJOne[message #287674] Tue, 26 July 2011 14:18 Go to previous messageGo to next message
tais

 
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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..

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First Sergeant

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

 
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I will try to normalize the optional prices for now.(to suit the 65536 cap)

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Sergeant
Re: MAM 2.0 by MJOne[message #287690] Tue, 26 July 2011 17:51 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
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Hey MJOne, are you going to make the 9x39mm round the subsonic monster it actually is?

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Master Sergeant
Re: MAM 2.0 by MJOne[message #287699] Tue, 26 July 2011 19:03 Go to previous messageGo to next message
MJOne is currently offline 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

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

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Master Sergeant
Re: MAM 2.0 by MJOne[message #287703] Tue, 26 July 2011 21:11 Go to previous messageGo to next message
MJOne is currently offline 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

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Sergeant
Re: MAM 2.0 by MJOne[message #287704] Tue, 26 July 2011 21:36 Go to previous messageGo to next message
Waldzios is currently offline Waldzios
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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?

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Civilian
Re: MAM 2.0 by MJOne[message #287707] Tue, 26 July 2011 22:02 Go to previous messageGo to next message
MJOne is currently offline MJOne

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

Im on it ASAP!

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Sergeant
Re: MAM 2.0 by MJOne[message #287708] Tue, 26 July 2011 22:04 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
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Fixed!

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

 
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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

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Master Sergeant
Re: MAM 2.0 by MJOne[message #287724] Wed, 27 July 2011 01:16 Go to previous messageGo to next message
MJOne is currently offline 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

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

 
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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

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

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

Great! Smile

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Sergeant
Re: MAM 2.0 by MJOne[message #287758] Wed, 27 July 2011 12:09 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
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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

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

 
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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...

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Sergeant
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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Master Sergeant
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 is currently offline 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

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Sergeant
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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Master Sergeant
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 is currently offline MJOne

 
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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

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Sergeant
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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Master Sergeant
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 is currently offline MJOne

 
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No I haven't come to that yet Wink

Im changing all the prices on the ammo atm. Smile

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Sergeant
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 is currently offline Headhunter

 
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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.

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Master Sergeant
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 is currently offline MJOne

 
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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

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Sergeant
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 is currently offline MJOne

 
Messages:100
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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

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Sergeant
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 is currently offline MJOne

 
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Fixed it!

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Sergeant
Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288278] Wed, 03 August 2011 20:56 Go to previous messageGo to previous message
PasHancock is currently offline PasHancock

 
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thanks Wink


I really love this Project!

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First Sergeant
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