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  • "leptis" started this thread

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Sunday, November 20th 2016, 11:32pm

Recoil Control: A pattern of control (1)

The purpose of this post is to make an initial analysis of structure of Recoil Control. Remember that the challenge is to formulate a model to simulate Recoil Control in simulators. But walking the road we will learn something about Recoil Control pattern.

The pitch and yaw (vertical and horizontal angle) referred to the line of aiming every 10 milliseconds in a 26-round burst of ACE-52 (recoil up = 0.560; FSM = 1,950; Recoil H +/- 0.300) has been recorded. This is a high recoil weapon.

Five bursts have been recorded, one without control and four with recoil controlled, aiming at a recognizable target.

The player who took the test, which we will call SPECIMEN 0, is a skilled player (percentile 87%, SKILL = 371, SPM = 997, K/D = 1.4). He can be representative of the high fraction of players (if he is not, I'm sorry, I have no other :) ).

At the moment the results are only valid for this player and this weapon.

What we have is this (only vertical recoil):

Spoiler Spoiler



Horizontal axe is always in miliseconds. Note that weapon reachs the maximun Recoil Up.

The bursts in more detail can be seen here with the horizontal recoil included (reference of FSM*RecoilUp and max/min Horizontal Recoils is given):

Spoiler Spoiler



Since we are not going to work (for the moment) with the horizontal recoil, I just want to say that there seems to be a certain correlation between large corrections of horizontal recoil (when it has accumulated excessively) with a great vertical correction.

The values of the first 10 bullets are these:

Spoiler Spoiler


The dotted line is the difference between non-control and control and provides the reaction time after the first shot (not necessarily since the mouse button is pressed because there is a technological delay to the shot).

Some irregularities (time between shots) should be due to sampling and tickrate asynchrony. The small vertical differences are due to the small randomness of Recoil Up (0.95 +/- 0.05).

The average reaction time after firts shot is 195 miliseconds (max=267; min=100). The corrections happen after three bullets in three bursts and after two bullets in one burts.

The corrections (cumulated corrective movement) made between bullets are:

Spoiler Spoiler



You can see that there are two types of corrections: ones in the range of Recoil Up and others of the order of double that value. My hypothesis is the major may be a joint corrections of recoil up and horizontal recoil (to be confirmed). That is to say a regular rhythm of correction adapted to recoil up and some exceptional for general correction.

The average barrel position in the four bursts can be seen here in the dotted line:

Spoiler Spoiler



More clearly it is shown in this graph that also includes the span (maximum-minimum) of the positions of the barrel in black line, referred to the axes (not superimposed to the average line).

Spoiler Spoiler



It can be seen that after the third bullet there is an adaptation and that the average line stabilizes with a height of one degree above the point of aiming +/- 0.8 degrees of span.

This allows to formulate a synthetic model of Recoil Control in three domains:

Spoiler Spoiler



The recoil up can be modeled with...

1.- A deterministic model: The vertical position of barrel follows the solid red line.

2.- A probabilistic method: The barrel has a random vertical position between de firts dotted lines with an uniform distribution.

3.- A more complex model: The barrel has a random possition between the more distant lines (++,--) with a model biased to center.

A small sensitivity analysis will inform if a complex method in the simulation is profitable. For the horizontal recoil we can admit that it is corrected when it exceeds a maximum value that we can set conventionally in the Max Recoil H (firts approach).

The particular conclusións (valids only for this experience and for SPECIMEN 0) are:

1.- The three firts bullets are not corrected.

2.- The aiming stabilizes above the initial aiming point (1 degree)

3.- The circle of accuracy (position of the barrel around the stabilized level) has a size in the range of 0.8 degree.

4.- A initial adaptation (not complete) is made after three bullets and before stabilization.

5.- The repetitive Recoil Up can be controlled with a remainig displacement derivated of the firts bullets uncontrolled.

6.- It seems there are two types of corrections: regular and exceptional (perhaps in combination with a horizontal recoil correction).

Additional: Surprisingly many of the intuitions extracted from the rough method "shoot to the wall" are valid !!!!

Much work is nedeed to convert particular into general conclusions.

This post has been edited 4 times, last edit by "leptis" (Nov 21st 2016, 10:37am)


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Sunday, November 20th 2016, 11:50pm

Recoil Up (0.95-1.05).


vRecoil is 0.95 +- 0.05.

Range is therefore from 0.90 to 1.00.
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  • "leptis" started this thread

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Sunday, November 20th 2016, 11:54pm

Recoil Up (0.95-1.05).


vRecoil is 0.95 +- 0.05.

Range is therefore from 0.90 to 1.00.



Well pointed. Thanks!!!. I edit that.

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Monday, November 21st 2016, 1:28am

The two of you have such similar profile pictures, except one looks like a hero and the other looks like a villain.

By the way, is that Skill of 371 really only the 87th percentile? I remember getting into the first division with a Skill of lower than 350 a while back.

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Monday, November 21st 2016, 9:25am

By the way, is that Skill of 371 really only the 87th percentile? I remember getting into the first division with a Skill of lower than 350 a while back.

Indeed it seems to be at least above 90th percentile, but in this case I figure having "good enough" player is enough (one that has at least bit of recoil control and whatnot)

Given the effective number of bullets per bursts is 3-5 or so, especially in BF1, sounds like people won't be controlling recoil too much per shot. Although it would be interesting to see how a pro-ish (top 0.1%) player controls their recoil with a familiar gun and not-so-familiar gun.
But should probably wait till final reports before drawing too many conclusions ^^.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 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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Tuesday, November 22nd 2016, 4:26pm

so specimen 0 has less or more my same stats and is considered a "skilled player" by one of th emost helpful user of the community?
well that definitely makes me feelmore confident about myself then.
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bf4
on 13/05/2016
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rush mode score RANK:2794 TOP:2% OUT OF:215398
obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
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general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
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Headshot distance RANK:493* TOP:0%
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Tuesday, November 22nd 2016, 11:11pm

Personally, I expect the median K/D ratio for "Battlefield" players in general to be under 1 since the good players have K/D ratios far above that number with perhaps 3 or 4 kills for every death. Anyone that dies fewer times than they get kills is most likely doing quite well already.

  • "leptis" started this thread

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Wednesday, November 23rd 2016, 12:01am


Personally, I expect the median K/D ratio for "Battlefield" players in general to be under 1 since the good players have K/D ratios far above that number with perhaps 3 or 4 kills for every death. Anyone that dies fewer times than they get kills is most likely doing quite well already.



I made this graph with BFSTATS data some time ago (I have graphs for everything :) :) ).




Median was 1.14. The median is not affected by the heaviest weight of a player with high K / D. Only separates in two equal parts in number the population. In fact it is the 50% percentile.

The reasoning that a player with high K / D "weighs" more than one low K/D affects the mean value that in this case was something like 1.2 or 1.3 (I quote from memory).

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Wednesday, November 23rd 2016, 12:11am

Does that website actually track all those stats automatically?

  • "leptis" started this thread

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Wednesday, November 23rd 2016, 12:22am


Does that website actually track all those stats automatically ?



Not automatically. You have to extract the data manually o by scraping and make the graph.