Sniper Ghost Warrior Contracts 2

Sniper Ghost Warrior Contracts 2

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Stealth range
how do you know what range people cant hear you? I've had supressed AR's be heard within 20 meters, meanwhile supressed pistol unheard within 5 meters. Is there any way to convert the noise suppression into a literal range of detection?

ranges for unsilenced heavy rifles and silenced rifles in other catagories would be appreciated.
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Showing 1-15 of 16 comments
TwistedGraphene Jul 6, 2021 @ 9:11pm 
One piece of data I can provide is the Defender 888 (medium rifle) doesn't alert enemies further than at least 30 meters when suppressed. I also had the advanced barrel on there, not sure if that has any effect.
3ACPAHE© Jul 7, 2021 @ 7:27am 
defender_33
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)
TwistedGraphene Jul 7, 2021 @ 1:51pm 
Originally posted by 3ACPAHE©:
defender_33
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)
This seems really useful. Where did you find this information?
3ACPAHE© Jul 8, 2021 @ 7:30am 
Originally posted by TwistedGraphene:
This seems really useful. Where did you find this information?
weapon characteristics that are written deep within the resources of the game itself.
TwistedGraphene Jul 8, 2021 @ 12:27pm 
Do you have a file path to those resources? I've done some digging myself, but came up empty for my first pass.
doomedSniper Jul 8, 2021 @ 2:52pm 
Originally posted by Rexali_:
Just play with your Instinct and try to have self-experiences . . .
I second this. Instinct is the logical way(it is not always possible to determine the distance of your nearest enemies).
But I think rocketdrive is talking about some warning possibility and a direct conversion of the 'noise reduction' parameter into a radius of influence.
Last edited by doomedSniper; Jul 8, 2021 @ 2:53pm
TwistedGraphene Jul 8, 2021 @ 4:03pm 
There's more to being a good player than reflexes and 'instinct'. Reliable, accurate, and precise data about your equipment and how it behaves can elevate your gameplay beyond simply being able to click heads consistently. So please, let's discuss at what ranges enemies will notice shooting without telling people to just get good.

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?
doomedSniper Jul 8, 2021 @ 8:58pm 
Originally posted by TwistedGraphene:
There's more to being a good player than reflexes and 'instinct'. Reliable, accurate, and precise data about your equipment and how it behaves can elevate your gameplay beyond simply being able to click heads consistently. So please, let's discuss at what ranges enemies will notice shooting without telling people to just get good.

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?
Scroll down to the extreme bottom of the associated xml, you can find the parameters there in plain text. Here's a part of the plain text portion of ron_b107.xml, whch is already supplied by 3ACPAHE.

.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
Last edited by doomedSniper; Jul 8, 2021 @ 9:20pm
TwistedGraphene Jul 8, 2021 @ 10:09pm 
For anyone who looks here later, the XML files in question are located in gamesdk/scripts.pak/Scripts/Entities/Items/XML/Weapons. There are three folders in there, one each for sniper rifles, secondary weapons, and sidearms. I'll start getting exact sound ranges incorporated into my steam guides tomorrow. Thank you to 3Apache and doomedSniper for helping me find this information.
Last edited by TwistedGraphene; Jul 9, 2021 @ 9:37am
rocketdrive Jul 8, 2021 @ 10:13pm 
Originally posted by Rexali_:
Originally posted by TwistedGraphene:
There's more to being a good player than reflexes and 'instinct'. Reliable, accurate, and precise data about your equipment and how it behaves can elevate your gameplay beyond simply being able to click heads consistently. So please, let's discuss at what ranges enemies will notice shooting without telling people to just get good.

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?
oh sorry . . . So you can visit equipment page and under any weapon there is a Pros Cons . .

Some guns are loud and some silence , It has written in that section !!!

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.
Last edited by rocketdrive; Jul 8, 2021 @ 10:15pm
deees Jul 9, 2021 @ 6:00am 
Originally posted by Rexali_:
Originally posted by rocketdrive:

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"? maybe if you werent so bad at the game you wouldnt scoff at people trying to be better than you.
Under any gun there is a Pros and Cons so it writes if it is loud or silence . . . Why are you so much concern about knowing exact numbers??? Everyone just find out with trial and error , It's more like a intense obsession eating 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.
doomedSniper Jul 9, 2021 @ 7:01am 
Most likely Rexali is a CS pro. Maybe that's why he do not feel the need for distance measurements. Honestly speaking I take all the short range shots(below 200m) abruptly or, more like I kill a target instinctively. You'll never get spotted after you have a taste of the mechanism of in-game sound suppression by just a few trials and errors if that's the issue here.

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.
Last edited by doomedSniper; Jul 9, 2021 @ 12:59pm
3ACPAHE© Jul 9, 2021 @ 9:47am 
Originally posted by deees:
I for one would like to see the in-game ballistic tables for the various ammo types to compare with the real world versions.

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
--------------------------
deees Jul 9, 2021 @ 11:13am 
Originally posted by 3ACPAHE©:
Originally posted by deees:
I for one would like to see the in-game ballistic tables for the various ammo types to compare with the real world versions.

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
--------------------------
3ACPAHE©,

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
Quadnick Dec 28, 2022 @ 1:07am 
Originally posted by TwistedGraphene:
I'll start getting exact sound ranges incorporated into my steam guides tomorrow. Thank you to 3Apache and doomedSniper for helping me find this information.
I checked your guide, but didn't see any information about sound range for the rifles. I'm sure you've moved on from this game by now, but it would be great if you could add those.
Last edited by Quadnick; Dec 28, 2022 @ 1:07am
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Date Posted: Jul 6, 2021 @ 8:35am
Posts: 16