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## Battlefield 1 hit simulation

Hey! If this is your first visit on symthic.com, also check out our weapon damage charts.
Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

Posts: 8

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: Mar 10th 2016

Platform: PC

Location: Bucharest

Battlelog:

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Tuesday, June 6th 2017, 8:04pm

### Battlefield 1 hit simulation

Hello all.
I am trying to write a python script simulating different scenarios for several weapons and chances to get a kill for each one. There was a thread about the BF1 hitbox here. I was instructed, as the thread was quite old to open a new one if I wanted info about the subject.

So my questions are:
• Which are the hitbox areas' multipliers for other classes' weapons (Assault, Medic, Support)?
• What is the complete table of positions of the 'capsules'?

Of course if someone could point me to how I can find this information by myself, it would be great.

Can't get a title

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: Dec 23rd 2013

Platform: Xbox One

Location: The Land of Multitudinous Kangaroos

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Wednesday, June 7th 2017, 12:12am

something something Model 8 bestgun

### Quoted from "Pastafarianism"

Next, wanna try adding a guy that you KNOW is bad, and just testing to see that? Example: PP-2000 (god I so wanna love this gun, and yet...)

### Quoted from "Pastafarianism"

Example: PP-2000 (god I so wanna love this gun, and yet...)

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:

Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

### Quoted from "Pastafarianism"

But... You can't be counting for the fact that it takes 9 bullets to kill at "long" range... Don't you dare tell me my A-91 is worse than a 9 BTK 650 RPM mediocre PDW.

Also. Just go heavy barrel. The recoil is low enough.

### Quoted from "Zer0Cod3x"

Well, technically...

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Mind blown.

### Quoted from "Pastafarianism"

I... I...

*cries in a corner*

### Quoted from "Veritable"

Zer0Cod3x explained it very well. If you look at the raw numbers right here on Symthic Comparison, you can see how that happened:

A-91 vs PP-2000 | BF4 Weapon Comparison | Symthic

A-91's "23%" RPM advantage only afforded it 1 extra round.

Velocities are wash.

V-Recoil are wash (and this is HBar on PP2k vs. A-91 without).

Hipfire and ADS - Moving are better on the PP2k, but it's a PDW and not the surprising part.

The surprising part is that, as equipped (and we see above that PP2k HBar has almost same V-Recoil as A-91 without HBar so why not?), the PDW performs better at 50 - 100m than a bloody Carbine. Why?

SIPS, 42% better on the PP2k.

And here is the most important part. ADS - Not Moving Spread, 0.35 vs. 0.2, 43% improvement.

Without HBar then of course the PP2k loses, which is why when I add all the attachments together for an Overall Ranking, it would slot below the A-91. Run HBar on it, though, then... I'm sorry

### Quoted from "Pastafarianism"

@Veritable
@Zer0Cod3x
I... I...
But...
Wha...
I AM HAVING AN EXISTENTIAL CRISIS IN SCHOOL BECAUSE OF YOU TWO.

FUCK YOU NERDS AND YOUR FANCY NUMBERS

SEXY RUSSIAN BULLPUPS FTW.

In all seriousness, thank you both so much for giving me the numbers. I still don't want to accept them. You have led the horse to water. I still need to drink.

Symthic Developer

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: Mar 21st 2013

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Wednesday, June 7th 2017, 7:33am

### Quoted

Which are the hitbox areas' multipliers for other classes' weapons (Assault, Medic, Support)?

What do you mean exactly? What are the damage multipliers of different weapons vs. different bodyparts? We have multipliers of "normal" weapons vs. different body parts on our site.

Also on the older Hitbox thread I had these images up, but silly Dropbox removed the public-link system:

Dropbox - 1020222446.png
Dropbox - 1020222451.png
• 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

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: Mar 10th 2016

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Wednesday, June 7th 2017, 10:31am

Thanks guys.
@Miffyli: Do we know that the common area/volume between the capsules is shared or that is your estimation (dropbox pics)?

Symthic Developer

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: Mar 21st 2013

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Wednesday, June 7th 2017, 5:33pm

### Quoted from "dfk_7677"

Thanks guys.
@Miffyli: Do we know that the common area/volume between the capsules is shared or that is your estimation (dropbox pics)?

I took the numbers from link Zer0Cod3x when I made those images, but I did a bad and did not write up notes . So going with real-time hunch here:

At line 84 of DefaultBoneSoldierCollision¹ you have array of BoneCollisionData objects.
Each of these objects seem to contain name of the bone, the capsule dimensions (radius, length) of capsule used and the transformation matrix. trans::Vec3 representscapsule's starting point relative to soldier location², and forward::Vec3 is an unit vector representing capsule's direction.

Example:

### Source code

1
2
3
4

CapsuleLength: 2.0
trans: [0, 0, 1]
forward: [0, 1, 0]

Place the starting point of capsule at [0,0,1] (trans), and second point at [0,1,1] ($$trans + forward \cdot CapsuleLength$$). Now draw the capsule of radius CapsuleRadius like shown in this image by leptis.

(¹): Not guaranteed to be the actual data used in game, could be overwritten somewhere.
(²): Do not cite on me this one, but this is how I recall it.
• 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

PvF 2017 Champion

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: Apr 3rd 2012

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Wednesday, June 7th 2017, 10:37pm

Kinda sad that the arms and the lower legs don't seem to have transforms

And changing the forward, right, and up vectors for the pose makes it hard to get the rotation in unity

The head isn't centered either but that might just be part of animations

At least the placement and dimensions of the bones matches the 1.7m tall 0.5m wide cylinder I was using for testing purposes

Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.

Are you a scrub?

### Quoted from "blahdy"

If it flies, it dies™.

This post has been edited 1 times, last edit by "NoctyrneSAGA" (Jun 7th 2017, 10:42pm)

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: Mar 10th 2016

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Thursday, June 8th 2017, 3:06pm

@Miffyli:
I wasn't clear enough. I get the same 'results' as you for the 2D/3D representation of the capsules. The thing is that there are overlapping areas. In your images, you split the common area equally between the 2 capsules (for example upper and lower torso or upper torso and head). Do we know if this is correct, of perhaps one of the 2 capsules takes precedence when a hit occurs. I would try to see what happens in an empty server, but I don't think I could be accurate enough to distinguish between the capsules.

Symthic Developer

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Thursday, June 8th 2017, 4:45pm

@dfk_7677

Ah yes. I can not say with certainty, but I would imagine it takes the damage multiplier from fix bodypart hit of the overlapping ones. However they could indeed have some ranking, e.g. take largest damage of all bodyparts hit.