Mutator Request: MP5 round

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Arethusa

We will not walk in fear.
Jan 15, 2004
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With INF's rather simplistic damage and ballistics modeling, 10mm would just have more recoil and slightly increased damage values.
 

sir_edmond

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Aug 12, 2003
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no its the wooden fence :)


or they could be AP bullets but that has too problems
1. i dont know if there used in the millitary
2. do they exist
 
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Arethusa

We will not walk in fear.
Jan 15, 2004
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They do exist. AP rounds are used for military applications. Unfortunately for you, no military in the world uses .40S&W for anything. This is purely a police/CT weapon, and the only reason it was included in INF in that caliber was for variety, as I understand it.
 

ecale3

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Jul 13, 2001
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i always wonder why people always equate size to power. shot placement determines whether the round is going to effect the target. a golden bb to the right eye socket is more dangerous than a .50cal to he big toe.
 

SaraP

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Feb 12, 2002
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Arethusa said:
They do exist. AP rounds are used for military applications. Unfortunately for you, no military in the world uses .40S&W for anything. This is purely a police/CT weapon, and the only reason it was included in INF in that caliber was for variety, as I understand it.

Ditto for the 10mm AUTO -- the FBI is the only major user of the MP5/10.
 

Arethusa

We will not walk in fear.
Jan 15, 2004
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Edmond, 10mm AUTO and .40S&W aren't military calibers. Go ahead and request a mutator to change them, but get your facts straight.

Anyway, say what you will about the ballistics modeling in INF. Until its wound system can actually differentiate between an arm hit and a chest hit, I don't think you have any right to call it detailed or realsitic. As it stands, there'd be little to no difference between the ingame performance of .40S&W and 10mm AUTO.
 
Apr 11, 2002
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That really has nothing to do with infiltration itself. The hit detection is a problem with
the core UT engine. There is a cylinder around the player and that is it. I don't know the
details, but basically you have a very small number of segments you can split it into, and
it just cannot do the same hit detection that you can get in Quake 3 or UT2k3.
 

Arethusa

We will not walk in fear.
Jan 15, 2004
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I'm aware. The hit box is a basic cylinder and can only be divided into vertical segments. And, yes, it's a core element of the UT engine, but be that as it may, the fact remains that INF's ballistic modelling is not really that detailed, and certainly not detailed enough to show a hell of a lot of difference between two already fairly similar calibers.
 

yurch

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May 21, 2001
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Arethusa said:
I'm aware. The hit box is a basic cylinder and can only be divided into vertical segments. And, yes, it's a core element of the UT engine, but be that as it may, the fact remains that INF's ballistic modelling is not really that detailed, and certainly not detailed enough to show a hell of a lot of difference between two already fairly similar calibers.
Most people don't consider terminal ballistics to be any part of 'ballistics' in the traditional sense (flight).
Yes, the 'new' ballistics do not involve any terminal performance changes, but they're a hell of alot more accurate in thier flight modeling than pre-2.9 versions of infiltration - which was basically a straight line with an eventual arupt dropoff.
 

keihaswarrior

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Demosthanese said:
and it just cannot do the same hit detection that you can get in Quake 3 or UT2k3.
I would like to point out that UT2k3 also uses a simple cylinder. I don't think it is much better that UT if at all. It is going to be a long while before we have perpoly hit detection in INF.
 

Hadmar

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Jan 29, 2001
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Well, Beppo already implemented better hit detection for prone position. Some versions earlyer you had to hit the center of a prone player to actualy hit em becouse the hit cylinder was in the center and the rest of the moddel was outside of the cylinder. Enlarging the cylinder would mean that projectiles that miss the player left or right would register as hit. IIRC he made it so that invisible boxes are attachet to the moddel(?) and hits to those boxes count as hit for the cylinder. I suppose it's possible to make the real hit cylinder tiny and attach dozens of boxes to the model... but I have no idea how much work that would be.