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MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #268973] Mon, 27 December 2010 00:21 Go to previous message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
[color:#FF6600]MAM 2.4.5 - MJOne's Ammunition Mod - 2.4.5![/color]
VISIT THE HOMEPAGE!
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This mod is made for JA2 1.13.4552
[color:#FF0000]Visit the homepage to read about the upcoming MAM 2.5 patch![/color]

Features

Calculated Values
  • New Damage Values for every weapon ingame, calculated based on:
    • Bullet Width
    • Bullet Weight
    • Bullet Speed
    • Bullet Shape
    • Bullet Type
    • Barrel Length
  • New Tumble Values for every caliber ingame, calculated based on:
    • Bullet Width
    • Bullet Weight
    • Bullet Speed
    • Bullet Shape
    • Bullet Type
  • New Penetration Values for every caliber ingame, calculated based on:
    • Bullet Width
    • Bullet Weight
    • Bullet Speed
    • Bullet Shape
    • Bullet Type
  • Calculated Range values for all weapons!
  • Calculated OLD CTH values for all weapons!
  • Calculated NCTH values for all weapons!
  • Changed most one-handed smg's, to two handed!
  • Future ammo addon support!
  • Two new invisble ammotypes (JHP, JSP)
  • Splitted errorenous ammotype AP/FMJ to AP and FMJ, AP IS NOT FMJ!
  • Some attatchment tweaks!
  • Possibility of ZERO damage for all calibers!
  • All ammotypes now have correct divisor value! (Old buckshot = Damage/4 is now = Damage/9, divisior is equal to number of pellets shot)
  • 50 weapons for the enemy to choose from, at every level of the game!
  • Calculated price values for all weapons!
Overview

Here I will present the inner workings of the MOD. I have based all my formulas on extensive research and fiddled with them to suit the gameplay.
I have paid a lot of attention to the thing called Energy Transfer. I will explain that furter down.

All the vanilla ammotypes Ball, FMJ, AP, HP, Match, Glaser, Tracer, AET, Buckshot, etc have all been replaced by ammotypes based upon REAL data.
Instead of having one ammotype with one tumble and penetration value for all calibers, I have made SEVERAL ammotypes for EVERY caliber in game, let's have a look:

Ammotype ----- Penetration Multiplier ----- Penetration Divisor ----- Tumble Multiplier ----- Tumble Divisor

9x19mm FMJ ------------ 947 ------------------------- 1000 --------------------- 100 -------------------- 100 -----
9x19mm AP --------------- 38 -------------------------- 100 ----------------------- 80 -------------------- 100 -----
9x19mm HP ------------- 284 -------------------------- 100 ---------------------- 160 -------------------- 100 -----

.45 ACP FMJ ------------ 1350 ------------------------ 1000 --------------------- 100 -------------------- 100 -----
.45 ACP AP ---------------- 54 ------------------------- 100 ----------------------- 80 -------------------- 100 -----
.45 ACP HP -------------- 405 ------------------------- 100 ---------------------- 160 -------------------- 100 -----


Don't let the tumble value here fool you, the tumble characteristics of each caliber has already been multiplied into the overall damage.
This is not as realistic as I wanted it to be, but it will not confuse anyone:

For example, say you have a weapon that states that it does 10 in damage, but has a tumble value of 1.5,
that means it is actually doing 15 in damage, not the stated 10...

However, you still have different tumble for different ammo types:

FMJ = 1
AP = 0,8
HP = 1,6
Glaser = 2
AET = 1,2
LRN = 1,15
JHP = 1,4
JSP = 1,3

I will post some pictures here to prove to you that there is still a dramatic difference between the calibers performance:

Study this picture in-depth
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FOREWORD
Damage is a complex thing in RL when it comes to ballistics. Humans are 60%-70% water, so pressure and "waves" will form in the body when struck by a strong force.
How that will affect the inner organs and the like is beyond JA2 engine. However, it is worth mentioning. We are not simple wood boards that bullet fly through.
Then there is shock, blunt trauma, bleeding, after effects, fragmentation, deformation, pentration, tumbling, change of trajectory, hit loaction and all that stuff...
We can only try to simulate this to the best of our knowledge...

DAMAGE
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TUMBLE
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PENETRATION
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RANGE
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ACCURACY
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SUMMARY
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Updates


Armor Overhaul! - Patch 2.4.5
Toggle Spoiler


Attachment Tweaks! - Patch 2.4.5
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Five New Weapons! - Patch 2.4.5
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Two New Mines! - Patch 2.4.5
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Shotgun Tweaks! - Patch 2.4.5
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Enemy has access to all ammo types! - Patch 2.4.1 - [color:#CC0000]IMPORTANT, READ THIS IF YOU WILL MODIFY MY FILES![/color]
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Enemy drops all ammo types! - Patch 2.4.1
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Added NEW FMJ Magazines for several calibers! FMJ IS NOT AP! - Patch 2.4 - [color:#FF0000]MAJOR FEATURE!!![/color]
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Calculated Ammo Prices! - Patch 2.4
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Calculated Ammo box Capacity based on round volume! - Patch 2.4
Toggle Spoiler
Sergeant
 
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