|
FAQ
• Search • Login
|
Author |
Message |
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
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 |
|
|
PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
|
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 |
|
|
Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
|
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 |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|