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overheating values are not correct #2317
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I totally agree. Never had a single jam since release. (while actually playing the game) |
updated calculation table with corrected definition of cooldown function : |
I think PR #3082 should address some of these issues
Overheated weapons will jam much more often and will have dispersion when hot Because of engine limitations, we really can't get a proper simulation of spare barrel cooling as they are simple stateless items right now. |
I do have plans to support them eventually (making the magazines with ID) |
While playing around with the ace values for dispersion and jam chance I realized, that it is really hard to find a correct value. |
@esteldunedain |
hello guys,
I heard there compatibility issues with the overheating on some mods like RHS, I had a quick
look at the content of the fnc_overheating and weaponcfgs.
I have to say that there are a lot of zeros in the values ;).
It looks like a quite complex function with many variables, which is, in my opinion not necessary.
The bulletmass has no impact on the overheating, the velocity varies only little to have a big impact, the barrelmass aswell has only little influence, because the barrels are all air-cooled and mostly meant to be transported by infantry, therefore lightweight design. The jam chance is irrelevant, as it only increases with uncovered belts that lay in the dust, not those that are protected by a drum magazine or similar.
There are only a few different profiles for the weaponry in the game.
Heavy machine guns, 12.7
Automatic grenade launcher, 40.0 = no overheating at all
Medium machine guns, 7.62
miniguns, multiple barrel machine gun, 7.62
intermediate machine guns, 6.5
light machine guns, 5.56
Assault rifles, 5.56
Assault rifles, 6.5
Assault rifle, 7.62
submachine guns, 9mm or .45
=> calibercoefficent * weapontypecoefficent * heatingcoefficent * volumeoffire
=> weapontypecoefficent* coolingcoefficent * timespan
so 10 different weapontype coefficent and 4 calibercoefficents.
currently observed:
expected:
adding the cookoff for any weapon when it is hot and add runaway for automatic weapons or
weapons in the cyclic fire mode.
realistic rates of fire are stated in my calculation table which is uploaded here:
https://fileshack.net/7o652opztlvu
sources for my data:
-FM 3-22.68 crew served machine guns
-TM 9-1005-249-10 M16 operator manual
-TM 9-11005-319-23&P M4 and m16 field maintenance manual
-FM 23-8 M14 rifle
-FM 23-65 M2 HB machine gun
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