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Real Recoil for NCTH[message #310350] Tue, 18 September 2012 22:18 Go to next message
Cyborg is currently offline Cyborg

 
Messages:36
Registered:November 2006
Location: Europe
I've put together an Excel with an integrated recoil calculator. I've fed in the ammo data for all MP/SMG/AR/MG's in the game so that each weapon now has it's "real" recoil values.

Since there are countless ammo variations but JA2 guns can only have one recoil value I chose what seemed to be the most common Military/Police loading. Details are in the Ammo tab. You can change any values here and the recoil of all associated guns will change automatically. For some very rare ammo, like 4.xx, ACR, I could only get approximate or no info. I'm leaving them alone for the time being. Velocity changes due to different barrel length are mostly in, though only relevant with AR's.

Short explanation on Recoil: http://www.chuckhawks.com/rifle_recoil.htm

Since both Recoil Energy and Recoil Velocity calculations are divided by the guns weight, I added in Recoil Impulse as a 3rd element that's only linked to cartridge power. I hope this will make balancing between different ammo types a bit easier. Recoil is very dependent on weight. Attachments would help reduce reduce weight but this can't accounted for so I took a loaded gun as the baseline.

Apparently perceived recoil is about 1/3 Recoil Energy and 2/3 Recoil Velocity so I've made a formula based on that with the average in game 5.56 values(7-8) as the baseline. Since the variations between cartridge types were IMO too low I added an Impulse value to spread the results out. Surprisingly, while some weapons are way out of whack, in general the values I received are broadly inline with the current ones.

My suggested Formula

NCTH Recoil:// x / y
SMG //0 /column value
AR except 7x51 //1 /column value
AR 7x51 //2 /column value-1
MP with stock //1 /column value
MP w/o stock //2 /column value
MG //0 /column value

As an additional game and balancing mechanic it might be useful to add some global modifiers to some weapon types (f.e. maybe -1 y recoil for bullpups?).

The next step is including handguns and other singleshot weapons and figuring out how AP's for single shots work. After that it^s time to review things like Damage, Accuracy etc.

I'm leaving soon and will be gone for a few weeks so I can^t run any tests. Any volunteers willing to test this or come up with some alternative formulas would be very appreciated.

http://www.2shared.com/file/23OXRGzk/RealRecoilforNCTHv10.html


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Private 1st Class
Re: Real Recoil for NCTH[message #310359] Tue, 18 September 2012 23:16 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Sounds like NCTH could do with an update.
Ammo should definitely have an impact.

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Sergeant Major
Re: Real Recoil for NCTH[message #310376] Wed, 19 September 2012 00:26 Go to previous messageGo to next message
Gambigobilla

 
Messages:690
Registered:July 2008
The thing is currently nobody knows how NCTH really works and the people that have some idea about it know that NCTH system needs some real life values that can't be acquired so they prefer not to mess with it...

So the summary is, it sure needs some workout but no people up for the job. Sometimes i wish i learned c++

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First Sergeant
Re: Real Recoil for NCTH[message #310377] Wed, 19 September 2012 00:29 Go to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
The 'real life values that can't be aquired' is pretty much what his original table is about. You just need to look hard enough it seems. After converting this to sensible game recoil, the only open issue is accuracy.

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Captain

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