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3/4ths of all real guns are heavily underweight. #34830
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Volumes are also probably wonky, but that's a lot more subjective to measure seeing as how guns aren't pure rectangles or circles, and manufacturers don't tend to give a concrete volume measurement, so I haven't included that yet. |
Ar15's in base game are 20" barreled models as noted in the comments. We'd want 16" ones eventually. Also see #33711, I've been trying to update volumes as I go along bu modelling all the guns as gun shaped-prisms. Volumes are far from being done. |
If you plan on changing weapon volume you should also consider verify that holsters still work as intended since what they can hold is dictate by volume (if i understand things correctly). |
What comments are you referencing here? I see nothing in-game to imply any specific build for any of these rifles, apart from inferences we can take from their weights, or to ask what the intention was of whoever put them in the game.
Agreed. I'd argue that the more common AR-15 in-game should be the "standard" M4 carbine-styled ones, with a 16" M4 profile barrel.
That's actually really great work, I like the systematic approach to it. Hell of a lot of work though.
Yeah, that's one of the reasons I decided only to look at weights for now. Also, tenmillimaster seems to have a better grasp of the volume issue currently. #33711 |
Line 30 in \json\items\gun\223.json And thank you, I get very hung up on details. It pains me to see some of my guns up there on that list, but oh well. Everyone makes mistakes, and I'm glad others are looking too. Im working on a script one can use with imagej, but I'm having issues getting it to do file iteration. Anyways, yeah, weights tend to be pretty far off, and that also makes all the lightweight guns less valuable, where they should be prized. No one loves the AR, but it is a very lightweight and reliable gun. |
That's fair enough. I will admit that I have not gone digging in any .jsons yet, so I was kind of afraid that it might be some kind of derived value system rather than an empirical one. |
Now that we have a fouling system, I have an idea of how to rectify the ar's low durability issue. |
What's your idea? Also, table has been updated to make it easier to navigate, and references are being added. |
Flag based on fouling to drop durability. This is unrelated to your issue, however. |
Reference issue CleverRaven#34830.
Reference issue CleverRaven#34830.
Reference issue CleverRaven#34830.
Is your feature request related to a problem? Please describe.
Most firearms do not currently have accurate weights applied to them. While I do not yet have a comprehensive list made up, the theme seems to be ~3/4 of all real, brand-name guns (i.e. not RivTech or homemade) are underweight by ~10-20%, with some being up to half their real-world weight. Some are also overweight, but this is rarer.
While this does not necessarily break the balance of the game, it does completely ruin the balance of firearms with respect to each other, seeing as how weight directly affects aim time, recoil, etc.
Describe the solution you'd like
Accurate weights should eventually be applied to all real firearms, especially the most egregious offenders. cough cough 416 cough
Additional context
Google Sheets spreadsheet with all real firearms and their current modeled weights/real-world weights.
https://docs.google.com/spreadsheets/d/1amMgy_2Yq13aScDdUp7b8HSUS6mZLT9Ddjxoc9k3ruI/edit?usp=sharing
Please feel free to make comments.
UPDATE: Table now sort-able by percent difference between real and in-game weight, so you can easily see the worst of it.
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