Yurch's antics reach a new level!

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Keganator

White as Snow Moderator
Jun 19, 2001
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You know, the shrapnel is okay, it (IMHO) just goes to far...5 meters, right? Or is it actually right? It seems like it goes to hard.

You know, you should also probably make the shrapnel smaller, too..
 

yurch

Swinging the clue-by-four
May 21, 2001
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Infiltration tonight: Yurch: the story of a man who went powercrazy over his own mod...

Now you have done it. Driven me over the brink and beyond...
One primary. Only.
What is a primary?
Everything but the H&K69a1 and Pistols. I may even end up making the H&K69a1 a primary later.
Everything else will be stripped away. No replacements.
Make your loadouts now, because you might end up with a gun you don't want.

Yurch out.
 

JamesT

sniper apprentice
Jun 25, 2001
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inf.dearhoney.idv.tw
Originally posted by jlamb_vo
As far as turning off the effect during recoil, think of the result as the sum of all acting forces... the vertical force component resulting from the kick would be far greater than force due to gravity, so the gun would still rise.
Muzzle rise effect is a SIDE effect of recoil.

Muzzle rise effect exists mainly because the barrel axis is usually above the *fulcrum* of a shooting position ( with a certain gun ) and thus when a round is fired, the recoil force induces a *torque* to make the *system* rotate. There is NO such a *force component* of recoil force which is perpendicular to the barrel axis.

In real life, "recoil force" is mostly determined by the cartridge used. And "muzzle rise" is mostly determined by the gun design and the shooting position.
Correct me if I'm wrong, but wouldn't a heavier gun actually negate some of the rise from the kick? I thought that rifles made with lots of wood and steel like the FAL and AK47 (not the SMU?) actually would have less rise than assault rifles constructed with lighter composite materials (but of course much easier to haul across the battlefield).
If you simplify the problem and give the gun a larger value of mass but with the same gun design and the same shooting position, yes, the muzzle rise will be reduced. But all in all that is a secondary factor to the muzzle rise effect.
 

yurch

Swinging the clue-by-four
May 21, 2001
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James, something needs to be done with the quick aquisition of the robar. I picked it up, and just began nailing people in relics.
After not using it for about 4 months.
Apart from the old suggestions (triggerpull, inertias), can you think of any other methods of slowing the aquistion time?
I can literally run to a spot, see a guy, shoulder the gun, and nail him.
Its even worse if I already am set up. I must be the first player to curse loudly with every kill.
 

Keganator

White as Snow Moderator
Jun 19, 2001
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Hmm... increase the zoom. By a factor of 2. And then double the (un)sensitivty. Didn't someone say that the zoom on the Robar was no where near what it should be? If anything, this would make it harder to use, like it should be.
 

JamesT

sniper apprentice
Jun 25, 2001
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The magnifying power is fine.

The zoom is wrong. The brightness is wrong.

The FOV is way too wide.

The visual effect is not good, but seems like it can't be done right with UT engine.
 

jlamb_vo

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May 19, 2001
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Muzzle rise effect exists mainly because the barrel axis is usually above the *fulcrum* of a shooting position ( with a certain gun ) and thus when a round is fired, the recoil force induces a *torque* to make the *system* rotate. There is NO such a *force component* of recoil force which is perpendicular to the barrel axis.

Hmm, I realized after posting that I shouldn't have used the word 'component' much less 'force' after seeing some of your followups :) But I was talking strictly from in game and I don't think the team is modeling muzzle rise with torque, my intention was simply to point out that the muzzle rise would overcome any such drift downward.

Do scopes in UT do anything but move the camera forward? How is magnification created?

If it is just moving the camera forward, how much control do you have over the camera parameters?

Also how sensitive are scopes like that on the Robar to eye distance? I know on cheap monoculars and such if you aren't just the right distance, or moving around much, you see only black. Is this something that could be included? (moving too rapidly with a scope the screen turns black until you steady it).
 

The_Fur

Back in black
Nov 2, 2000
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been suggested a couple times by myself (do a search for paralax) i don't know why this hasn't been implemented yet, i have a strange feeling that someone likes the 1337-ness of scopes too much :(
 

JamesT

sniper apprentice
Jun 25, 2001
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RAZZ is right, UT engine uses the FOV ( in degree ). So it is quite correct already.

As for the zoomable scope, currently the viewable area increases with a lower power and decreases with a higher power. This is totally wrong.

OK, let me tell the truth. I will consider this problem in 2 ways.

First, if you put your eye directly onto the eyepiece, without an eye-relief, which means 100% of your FOV is inside the scope, you will actually see it works in the opposite way as in INF. When at 3x power, you can see a black circle around the viewable area; as you raise the power, the black circle expands while things look bigger; the actual seen FOV is constant ( let's take 10-degree for example ). You keep raising the power gradually, and the black circle will gradually go outwards. When at about 6x power, you can't see the black circle anymore, because it has gone outside the FOV which the eyepiece occupies and/or your own eye's full FOV. For an even larger power, due to the fact that the full scene ( 10-degree FOV in our example ) has gone outside the full viewable area as mentioned above, the actual seen FOV becomes smaller than 10-degree.

Second, let's consider a real aim. When aim with a scope in real life, there IS a certain amount of eye-relief -- you don't put your eye directly onto the eyepiece. Usually you keep a small distance about as big as your fist, from the eyepiece to your aiming eye. In this situation, you can't see that "black circle effect" because the FOV which the eyepiece occupies is much smaller than the previous example. What you see will become a thin black rim ( assuming your scope is black-colored ) around the maginified area ( simply put, it's the eyepiece, haha ). In this case, no matter what zoom ( power ) you use, your viewable area is -- simple -- the eyepiece, always.
 

jlamb_vo

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May 19, 2001
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Its too bad UT can't handle rendering the two images simultaneously. I remember in an old thread on the scope issue there was mention of a mod that actually rendered the zoom in a smaller window or something (I never used it) but that it was slow as ****ting in a winter outhouse.

Then again, maybe this would be just the thing for penalizing sniping :)

Don't know if it would be possible to mask it to a circle tho...

And LOL I hadn't even thought about the effect of moving the camera *slaps forhead* that's what I get for posting at 5 in the morning when I can't fall asleep...