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 Translating Muzzle Velocity to CC 
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Joined: Sat Oct 10, 2009 3:03 am
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Post Translating Muzzle Velocity to CC
I'm recreating the M1917 Revolver in CC, and the listed MV is 760 ft/s (231.7 m/s)
What is one unit of CC speed equal to? Is there an easy conversion? Thanks. :)


Tue May 18, 2010 8:37 pm
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Post Re: Translating Muzzle Velocity to CC
I think CC's unit of speed is meters per second. Use this to convert units.


Tue May 18, 2010 8:46 pm
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Post Re: Translating Muzzle Velocity to CC
It's not really all that accurate of course. The material strengths and piercing power of official content does not follow realistic standards afaik.


Tue May 18, 2010 8:58 pm
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Post Re: Translating Muzzle Velocity to CC
So 1 Unit in CC = One M/s? Thanks. :)
I may have to change it to make it more.... potent, But I'll start from there.

Oh, and, is it possible to eject multiple things with the clips? This gun needs to eject two clips, and six shells. At the same time.


Tue May 18, 2010 9:11 pm
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Post Re: Translating Muzzle Velocity to CC
Most units in CC correspond to the SI unit of the property in question. Anyways, yeah, it's possible, though not without a tad of hackiness. What i'd do is to make the magazine instantly gib into the components required. It's not perfect, but it works. To make the magazine gib instantly, you can either add an emitter that constantly emits short-lived particles that exceed its GibImpulseLimit, but a safer and less laggy way to do it is to add a tiny Lua script to the magazine.
Code:
function Update(self)
   self:GibThis();
end

Put that in a Lua file, and attach that Lua to the magazine. In case you don't know how, it's done by putting this line:
Code:
<tab>ScriptPath = YourModName.rte/YourPath/LuaFileName.lua

Anywhere in the magazine code. Replace the <tab> with an actual tab.


Tue May 18, 2010 9:28 pm
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Post Re: Translating Muzzle Velocity to CC
are you sure? ive seen some craaaaaazy ♥♥♥♥ with regards to mass. just look at the default weight of his AK.


Tue May 18, 2010 9:31 pm
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Post Re: Translating Muzzle Velocity to CC
Sadly, you can't attach Lua script to Magazines.


Tue May 18, 2010 9:33 pm
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Post Re: Translating Muzzle Velocity to CC
Extremely basic guide for FireVelocity -

In terms of INGAME balance, effects, and aesthetics, 3000 feet per second = 100 game units (arbitrarily meters per second, but not really).

For reference, objects in CC can't even exceed 500 m/s, or else they literally cease to exist. So, uh, yes; despite the units being m/s, it hardly matches up to any close scrutiny.


Wed May 19, 2010 1:37 am
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Post Re: Translating Muzzle Velocity to CC
If you just convert real velocities into CC velocities, it won't be fitting to the game's current style/content, and the variance between ballistic speeds will be way more than if you base it off vanilla content to get a speed more fitting to the game.
70 for super slow bullets, 80 is a moderate pistol, 90 is good for a carbine/smg, 100 for an intermediately chambered assault rifle, and up to 120ish for big snipers, Grenade launchers are far less for parabolic arcing, etc. Just pick a value befitting the class of weapon you want, unless you want to do something specifically unique.

500 m/s is the "speed of light" in CC by some regards, since it's a universal constant for a speed that can't be surpassed, however bullets get poof'd out of existence at 500m/s instead of meeting some kind of resistance to acceleration that can't be overcome at 300000000m/s.
Which is silly, since the game is centered around gunfights, and 500m/s is a pretty moderate velocity in ballistics, about half the speed of an M16's bullets.
Also, in previous builds, greater speeds were attainable, and they worked perfectly well for MOPixels, the bullets of the game.

If you want realistic kinetic energy, bullet drop, and penetration for your bullets despite an arbitrary and low velocity, you can compensate with raising Mass, lowering GlobalAccScalar, and adjusting Sharpness.
I did this mathematically perfectly once, and it seemed to fit right in with vanilla content while having realistic practical effects. (except flight time, of course) It wasn't exactly special though, and it was hardly worth the effort, since I could have gotten a similar result just by guess & tweak methods.


TL;DR converting doesn't work well, just do it arbitrarily based on the existing vanilla scale of ballistic velocities, but you still can make the dependent variables realistic by adjusting their other contributing variables, if you really want.


Last edited by Azukki on Thu Jul 05, 2012 5:24 pm, edited 2 times in total.



Wed May 19, 2010 1:57 am
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Post Re: Translating Muzzle Velocity to CC
Couldn't you have the bullet teleport to adjust its speed to what you want it to be?


Wed May 19, 2010 8:17 am
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Post Re: Translating Muzzle Velocity to CC
That would gimp collisions pretty badly.


Wed May 19, 2010 9:45 am
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Post Re: Translating Muzzle Velocity to CC
About as much as high velocity gimps them already? You could probably even teleport it to specifically hit the thing in front of it instead of going through.


Wed May 19, 2010 10:07 am
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Post Re: Translating Muzzle Velocity to CC
If you need something that high velocity you're better off using a raycast.


Wed May 19, 2010 12:11 pm
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Post Re: Translating Muzzle Velocity to CC
That's true. Anything you fire at that speed is, for all normal maps, essentially instantaneous.


Wed May 19, 2010 12:23 pm
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Post Re: Translating Muzzle Velocity to CC
You'll get a one frame delay cause of the stupid lua delay but yeah, for all intents and purposes you'd basically be firing a laser.


Wed May 19, 2010 1:22 pm
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