[Mutator]INF Ballistic Tweak

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Neabit

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Oct 10, 2004
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It is the same by leaning or proning. Only by bad defender or bad flag position you have a chance.
 

- Lich -

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Jul 1, 2004
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Still might be the wrong word, again fits much better ;). Dtas is not that difficult to get these days again.
 

ant75

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Jan 11, 2001
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Turin_Turambar said:
Hey Lich are you still playing? That gives me hope. How many people more playing EAS or DTAS?

Come one and find out by yourself, you know it's itching you... ;)
 

Vega-don

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Mar 17, 2003
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again, if you have constructive critisism, i already said mine to conglomera , you should post it here, its obvious its not perfect and should be improved in some ways.
 

Conglomera

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Sep 7, 2001
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Sorry, been away again... Curently I have nothing much to say... keep posting critics and suggestions and be sure that everything will be noted. Reading about the diferent versions of IBT I'm amazed to see that there are 4 versions out there, the only file I posted myself and thus should be treated as the official one is called IBT111b013106.rar it has Don's scalled sights for FAMAS and MP5A2 w/EOD plus the removal of debug numbers to free the chat box.

Regarding new40mm and IBT... there's a built-in version of yurch's new40mm embeded in IBT it's called INF - Ballistic Tweak Compatible new 40mm it's meant to replace new40mm mutator when using IBT, so if you load it... be sure it's right on top of (before) IBT Mutator and don't load original new40mm.

Please keep in mind that this is only a betatest version, I'll set up a list of its features to let you test and aprove/disaprove every part of it!
 

CampersDaz

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Dec 24, 2002
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I remember RA286 had a feature, which i would like to see in IBT: While prone you were able to reload and still look through the scope of the RC50 resulting in a slightly faster rate of fire.
 

Conglomera

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What it does

ant75 said:
Nice to hear from you conglomera, keep up the good work ;).

Thanx man, I'll try to...

Well, so far this is the list of IBT's features, don't know if I forget any, however most importants are listed bellow :

General ballistic changes :
---------------------------
- Separate damages for torso and limbs.
- Damages based on a random number picked from an aray :
i.e : PSG1 Damage is something between 35 and 80 for torso hit, 14 and 27 for hit in legs, 31 and 49 through armors.
DE50AE is between 45 and 102 for torso, 20 and 44 for legs, 23 or 24 through level II armor and 3 to 5 on level IIIa.
- Critical hits for spinal shots, resulting in instant death... Critical hits also occure behind armors which have been penetrated by adequate caliber.
- Modified velocities, wall penetration, bullet holes and effect on armors for every projectile.


General weapon's behaviour changes :
------------------------------------
- Modified recoil and rate of fire.
- Slight increase in rate of fire for suppressed weapons due to the increased presure within the gun.
- ScopeKickMod and KickMultiplyer removed.
- Scope bobing lowered.
- Modified bulks, where 5 points of bulk ~= 1 Kilogram.
- Added a ballistic crack sound audible at long ranges for supressed weapons firing supersonic bullets.
- Added Olethros Mag Check feature for all weapons (Micro UZI, M4A1 and M16A4 are still to come).


Notorious changes per weapon :
------------------------------
- MK.23 : New distance sounds (ballistic crackless).
- Desert Eagle .357 : New firing sound, new distance sounds.
- Desert Eagle 50AE : New distance sounds, added a gold finish skin selectable from loadout manager.
- 1911 : New firing sound (ballistic crackless), new distance sounds (ballistic crackless).
- Beretta 93R : New firing sound.
- MP5A2 : Slightly modified firing sound, new supressed firing sound, weapon never eject a round when reloading, new sighting scale with EOD attached.
- MP5K : Slightly modified firing sound, weapon never eject a round when reloading.
- MP5/40 : New firing sound (ballistic crackless), new distance sounds (ballistic crackless), new supressed firing sound, weapon never eject a round when reloading.
- Mini UZI : Slightly modified firing sound, new supressed firing sound.
- Micro UZI : New firing sound, new supressed firing sound.
- M16A2 : Corrected a bug where M16 allways shows in third person an m203 attached to it when using yurch's new40mm.
- G36K : New sighting scale.
- FAMAS : New sighting scale.
- AKM : Ability to switch between drums and mags when a bayonet is attached using grab + activate attachements keys, thanx to Olethros' feature that comes along with mag check.
- G3 : Weapon never eject a round when reloading.
- PSG1 : New firing sound.
- RC50 : Corrected the bug where an extra shell is ejected after a new mag is inserted in non-auto reload mode. (Fixed by Olethros' magcheck)
- M2HB : Most powerfull gun of the game.
- M1S90 : Lowered damage, pellet* number ported to 27, spread adjusted.
- MAG-7 : Lowered damage, pellet* number ported to 21 (probably not realistic due to the lack of info about 2 1/3" shells), spread adjusted.
- 40mm Buck Shot : Lowered damage, pellet* number ported to 48, spread adjusted.
* : Pellets are N°4 buckshots

Player class changes :
----------------------
- Bulk doesn't decrease max stamina bar and thus doesn't affect your aiming until you're tired by physical actions.
- Bulk increases the rate at which stamina decreases.
- Added a system of continuous tiring ; maximum stamina decreases permanently as you do physical actions (runing, jumping, aiming...)
- The lighter you are the faster and the longer you run, the higher you jump too (suggested by UN17 and disaproved many times on forums).
- Crawling and ducking decrease stamina.
- Features taken from Duke's strafe whore no more are the reduced jump height unless you run or jog for few seconds, and the hit climb technic where you must stand against a solid surface to make a high jump.
- Stamina decreases faster when wounded.
- Stamina decreases when walking if very heavy or badly hurt.
- Extra Damage effects : Modify view rotation, occasionaly drop weapon, go from aim to hip position or/and interupt auto fire.


Misc changes :
--------------
- Both armors replaced, created new damage types for every weapon, every sort of caliber is now acting diferently on armors. Armors are more resistants.
- MP5A2 and MP5K shares the same magazines, same for UZI's 32 rounds clips.
- IBT compatible version of Yurch's new40mm embeded in the package.


Tweaked weapons :
-----------------
All, except Duke's XM8 and WP 1.3 weapons.
 

ecale3

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Jul 13, 2001
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the fact that you have higher damage values for the .50AE DE than the PSG1 both shocks and offends me. I'm sorry, but there isn't a pistol calibre round in existence that is more powerful than a rifle round. I'd strongly suggest you rethink that one.
 

Conglomera

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ecale3 said:
the fact that you have higher damage values for the .50AE DE than the PSG1 both shocks and offends me. I'm sorry, but there isn't a pistol calibre round in existence that is more powerful than a rifle round. I'd strongly suggest you rethink that one.

A 50AE round is half an inch wide, a full expansion due to its soft point could double its diameter, the 50AE has enough energy to cross body from part to part then could leave an inch wide empty channel, and beside, it has more energy than an AK 7.62x39 round, it's twice as heavier than a standard M80 7.62 NATO round... its blunt shape with its average ballistic performances cause it to dump its energy better and sooner than any other standard rifle caliber found in the game causing a big temporary cavity, even bigger than the ones produced most of the time by a 7.62 NATO through the first 20 centimeters in flesh... The 50AE is something you realy won't like to be hit with.

Now when it comes to penetration... yes the 50AE has poor penetration capabilities compared to rifle calibers, its velocity retention is lower too this leads to a quicker energy loss... then its wounding potential is lowered as distance goes.

Last note : a class IIIa armor is normaly able to stop a full velocity impacting 50AE.


300 Grains .50AE SP :
Diameter : .51"
Mass : 300 Grains
Muzzle Velocity : 1550 FPS
Muzzle Energy : 2168 Joules


Please visit this website to have an idea about how bullets act in soft tissues, read the article too :
http://home.snafu.de/l.moeller/Zielwirkung/Frog.html

I would like to hear more coments on this... I'm maybe wrong!
 

sir_edmond

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Conglomera said:
Last note : a class IIIa armor is normaly able to stop a full velocity impacting 50AE.

iirc UN17 saying that the .50AE beats the limit of what a IIIa armour can stop.

EDIT: found it
UN17 said:
+ Armor penetration set to FiveSeven level. Why? (300gr@1550ft/s) beats the IIIa limit (240gr@1400ft/s)
 
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Conglomera

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siredmond said:
iirc UN17 saying that the .50AE beats the limit of what a IIIa armour can stop.

UN17 was not taking into account an important detail : the diameter...
Diameter is an important factor determining the penetration capability of a projectile, lets have two projectile of same mass and impacting velocity, the one with the thiner own impact point is likely to go deeper in the penetrated material, the .50AE is definitely right under the limit of what a level IIIa is able to catch.

Edit: This has already been debated in the development stage of DE50AE, head there and read the thing I wrote, it's the 13th post.
http://forums.beyondunreal.com/showthread.php?t=135338
 
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ant75

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Although this gun talk is far beyond my knowledge, it looks like you know what you're talking about conglo. Too bad you didn't show up it the mod scene a bit earlier, you could have been needed. Better late than never i guess.

About the mutie, it's good that you finally put a list of changes : i didn't know about the climbing thing for example, and was bitching today about not being able to jump over a small rock...
I see that your mutie modifies hit detection. It's still quite unclear to me what your hit detection system consists of, but don't you think you should consider compatibility with the "soon" to be released RealTarget ? (yes, i have faith in you geo ;)). This mutie uses a quite accurate hit detection and it would be a shame not being able to use it with IBT (unless IBT already uses a similar system).
 
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UN17

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Dec 7, 2003
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Not compatible. Each RT Bullet fired passes through a logic filter that checks the target's stance, lean, tilt and facing. It then checks to see if the bullet hit any one of over 15+ hit zones. It then passes any hit information to the damage calculator which adjusts damage based on bullet energy remaining and location. All that, per bullet, per split second. That's just for the player hits. There's other stuff in RT for visual effects, dangerous richochets, broken texture based realistic penetration, UN Matrix Mode, tracer modifications, etc.

IBT is the replacement mutator to end all mutators (kind of like the One ring). It isn't compatible with anything it replaces, because it REPLACES everything. So if I were to release UN Handgun Fix II tommorow, it would not work correctly with whatever IBT does until it is recoded into IBT.

But, if IBT can do everything, there is no need for the other stuff ;)

Edit: I just looked up two posts about the .50AE and penetration. I'm 100% certain the .50AE won't penetrate the front armor of the Lvl3A vest used in INF because INF's version is equipped with a special hard plate insert. This detail was made apparent to me a long time ago (UNHGFix is like a year old.) Now, whether or not the .50AE can tear a hole through 32 layers of Kevlar is a very interesting question. My guess would be no. But have you seen what a 300 grain bullet travelling at 1550 ft does to ballistic clay wearing 32 layers of Kevlar? It's not 1 damage, it's closer to 30 :p (Remember, death in INF isn't just lethal death, it's your ribs are shattered, you can't breathe and you don't want to fight anymore, so just lay down and cry, death.)
 
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yurch

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May 21, 2001
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siredmond said:
I agree with UN17, this mutator can split the community, *cough*RA*cough*
or whats left of it.
Unless UN17 is channeling a ninja-subtle-flow of implicationalarity, I'm fairly sure he's just commenting on the technical aspect of things.
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
UN17, I use IBT+RT and RT still works... I still miss shoots between the legs and near the head (so there´s no UT conventional hit boxes involved) and I play with the location hit text on so I get all RT specific hitbox (highright, leftleg, heart, etc...)!
It doesn´t disables RT... but you can´t have RT hitboxes if you don´t load RT before it... XD