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noise generation 95m
alarm radius 50m
+silencer (mod x0.36) =
noise generation 34,2m
alarm radius 18m
--------------------------
ron_b107
noise generation 180m
alarm radius 100m
+flash hider (mod x0.87)
+muzzle brake (mod x1.0)
But I think rocketdrive is talking about some warning possibility and a direct conversion of the 'noise reduction' parameter into a radius of influence.
Back on topic, I've been using the 7z extractor to look into the .pak files in the steamapps/common/SGWC2 directory, but the .xml files in there aren't plaintext. They have ''CryXmlB" visible at the start of each file though, but Apache, do you have any advice on converting those to something human-readable, or were you coming at it from a different direction?
.0,0.0 image_scale 1.4,1.4
display_category @mp_eSniperRifle weapon_cache_item primary pickable giveable selectable supportable tag barrettM82a1 slot_weapontype @heavy_sniper_rifle slot_weaponpros @all_special_ammo slot_weaponcons @extremaly_heavy lowered auto_pickable 0 use_weapon_cache_firemodes mass 10.0 foliageColliderLength 1.3 type heavy_weapon zoom_rtpc ironsight_snipers powerClass heavy price weapon_power_modifier sprint_hindrance 0.55 noise_generation 180 noise_alarm_radius 100 sprintToFireDelay sprintToZoomDelay 0.45 autoReloadDelay 0.8
and where in there is it written how different the sound suppresion from your hand gun, secondary weapon, and DMR are? or am I suppose to "use the force" to "feel it out"? for example, the starter pistol and the free light rifle when suppressed has better suppression than the silencer you can get for the starter AK. Or did you not know that?
maybe if you werent so bad at the game you wouldnt scoff at people trying to be better than you.
Rexali,
Some people are analytical.
If you read accounts of real life snipers, you would see that in additional specific physical traits like eyesight and coordination, a detailed understanding of the physics and mathematics is extremely usefully to their success.
I for one would like to see the in-game ballistic tables for the various ammo types to compare with the real world versions.
Instinct does not necessarily mean that you kill the target in a microsecond delay after you see the target. Rather if you go through a sufficient amount of trials then your subconscious registers all the data, including the alarm radius, rifle RPM, damage, recoil etc(everything that is about the gun). And it's fantastically accurate for short ranges. Most likely this instinct is triggered by the height and distance calibration which you can see in the left side corner of your scope.
Whatever you like, your enjoyment is the last thing to consider at last. I mean that's why we are talking about these. It's just a game, both ways works fine. But a subconscious is much much stronger and effective for games than the analytical ways that you incorporate during a game-play. In real life the definition changes.
Light_Sniper_Bullet
base_damage = 52
base_damage_armored= 52
mass = 0.13 kg
speed = 640 m/s
air_resistance = 0.8
gravity = 0, 0, -15
-----------------------------
Regular_Sniper_Bullet
base_damage = 72
base_damage_armored= 60
mass = 0.15 kg
speed = 600 m/s
air_resistance = 0.8
gravity = 0, 0, -12.1
----------------------------
heavy_sniper_bullet
base_damage = 200
base_damage_armored= 90
mass = 0.17 kg
speed = 572 m/s
air_resistance = 0.5
gravity = 0, 0, -9.2
---------------------------
Piercing_Sniper_Bullet
base_damage = 200
base_damage_armored= 180
mass = 0.15 kg
speed = 600 m/s
air_resistance = 0.8
gravity = 0, 0, -12.1
---------------------------
Darpa_Sniper_Bullet
base_damage = 120
base_damage_armored= ---
mass = 0.15 kg
speed = 1250 m/s
air_resistance = 0.0
gravity = 0, 0, 0
-------------------------
Explosive_Sniper_Bullet
base_damage = 177
base_damage_armored= ---
mass = 0.15 kg
speed = 600 m/s
air_resistance = 0.8
gravity = 0, 0, -12.1
min_radius =2.0 m
max_radius = 2.5 m
sound_radius = 75 m
------------------------
EMP_Sniper_Bullet
base_damage = 40
base_damage_armored= 30
mass = 0.15 kg
speed = 600 m/s
air_resistance = 0.8
gravity = 0, 0, -12.1
min_radius = 3m
max_radius = 5 m
-------------------------
Luring_Sniper_Bullet
base_damage = 40
base_damage_armored= 30
mass = 0.15 kg
speed = 600 m/s
air_resistance = 0.8
gravity = 0, 0, -12.1
sound_distance = 20 m
-------------------------
Tagging_Sniper_Bullet
base_damage = 40
base_damage_armored= 30
mass = 0.15 kg
speed = 600 m/s
air_resistance = 0.8
gravity = 0, 0, -12.1
tagging_distance = 30.0 m
tagging_duration = 15.0 s
--------------------------
Thanks, I found that too. What I don't know is if these parameters are applied to a real world physics model, or are applied to a game-specific one?
Do you?
Can you covert them to a table like: http://www.shooterscalculator.com/ballistic-trajectory-chart.php?t=644c1108