Try my unfinished realistic weapons mod

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  • DIRTY_THUG

    #1

    Try my unfinished realistic weapons mod

    this is no where near finished.

    here is what it does:
    bullets go where guns are pointing
    shooting does not decrease accuracy
    bullet damage based on kinetic energy http://www.firearmexpertwitness.com/...s/calcnrg.html
    weapon recoil based on recoil formula http://www.handloads.com/calc/recoil.asp
    bullets lose damage depending on their real effective ranges
    bullets drop depending on their velocity
    weapons lose accuracy while moving depending on their weight and length
    speed of aiming depends on weapon weight and length
    primary fire mode depends on what fire mode comes first on the selector switch
    engineers and antitanks share the same primary weapons
    MEC exclusive unlockable weapons:
    PKM
    G3A3
    AK47
    US exclusive unlockable weapons:
    SCAR-L
    M1014
    M82A1

    DOWNLOAD IT HERE
    (you may need to copy shortcut and paste)

    there are still too many things in the script code of this game that I do not understand. so until then it will not be finished. if i dont lose interest i hope to setup a whole mod team to add a whole bunch of new weapons, vehicles, maps and nations.
  • errno

    #2
    Re: Try my unfinished realistic weapons mod

    what the h ell

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    • jdrou
      Member
      • Jul 2006
      • 1860

      #3
      Re: Try my unfinished realistic weapons mod

      Major problem with having no deviation at all is that there are many factors affecting real-life combat accuracy which are not accounted for in BF2 otherwise.

      What does your mod offer that the PRMM mod (http://www.realitymod.com) does not? If you haven't heard of it before you might consider joining them rather than splitting the relatively small fanbase for realism.

      Comment

      • DIRTY_THUG

        #4
        Re: Try my unfinished realistic weapons mod

        true.
        i found a way to calculate bullet drift, http://www.handloads.com/calc/index.html, but according to this calculator, bullets will not drift without wind to push them away from a target. and since there is no wind in BF2, i will have to think about adding deviation to bullets. also, the deviation in BF2 makes bullets go in any direction, not just left or right.

        there are still factors in my mod that throw off effectivness of bullets including bullet drop, recoil and damage loss over distance.

        Comment

        • [WOLF]bbob

          #5
          Re: Try my unfinished realistic weapons mod

          simulate the drift with a very tight firecone, yet not laser, but still tight as hell..


          Youknow, the longer barrel = less deviation..

          Bullet drop shouldnt be extreme, but yet a bit more than what we see in bf2 at this time..


          Also, make individual recoil for standing, crouching and proning, whereas the latter will be less..

          Comment

          • DIRTY_THUG

            #6
            Re: Try my unfinished realistic weapons mod

            Originally posted by [WOLF]bbob
            Also, make individual recoil for standing, crouching and proning, whereas the latter will be less..
            im not sure if thats possible without changing some core code files in BF2. i would like to figure it out.

            what i would rather have is a weapon swaying system when aiming down the sights. the amount a weapon sways will depend on its length and weight and it will decrease as you lower your stance. so if you stand with an LMG, it will be so long and heavy that it will sway alot, but when you go prone, it will rest on the bipod and have no swaying at all.

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