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 Code Values 
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: Code Values
And because it's mass, basic physics tells us that it will be affected by gravity to produce a weight value.


Sat Jan 29, 2011 3:56 pm
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Joined: Sun Jan 23, 2011 2:17 am
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Post Re: Code Values
411570N3 wrote:
Mass. Higher for heavier.


Thanks once again


Last edited by PKPenguin on Tue Dec 18, 2018 12:18 am, edited 1 time in total.



Sat Jan 29, 2011 7:26 pm
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: Code Values
As a rule of thumb, higher is more. There is virtually nothing in CC that has an inverse relation with the value of the variable. Some of them miiiiiiiiight have some pretty weird relations (i'm looking at you, Sharpness!), but if you want more of anything, make the number bigger. Also, everything involving a concrete amount of time is defined in milliseconds, and everything related to rate of fire is rounds per minute. General reference list of boredom:

RateOfFire = Rounds per minute
ReloadTime = Time spent reloading in milliseconds
RoundCount = Number of rounds in the magazine
NormalTravelSpeed = Arbitrary(?) value for walking speed, higher is faster
GibWoundLimit = How many shots the object can take before breaking
GibImpulseLimit = How big an impulse it takes to break the object (impulse is defined as mass * velocity), newtons third law applies as well (action = reaction)
Mass = Object weight in kilograms

Don't worry about asking too many questions, people here are generally helpful, if a bit callous at times.


Sat Jan 29, 2011 8:36 pm
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