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ToTheSun!

Be Creative.

(5,050)

Posts: 7,811

Date of registration
: Mar 9th 2012

Platform: PC

Location: Portugal

Reputation modifier: 19

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11

Thursday, February 27th 2014, 9:58pm

If only it were that simple. Look at pages 19++ in this thread Shotguns Discussion
No two pump shotguns have identical spread, despite the game files not giving us clues as to why.

Looks like "feel" trumps hard data on this one.

Keep up the good work.

Posts: 1,487

Date of registration
: Jul 20th 2012

Platform: PC

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Reputation modifier: 15

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12

Thursday, February 27th 2014, 11:23pm

Looks like "feel" trumps hard data on this one.


more like we're not reading the files properly.

stat files can be extremely confusing, since they often have duplicate data, either completely identical or just differing slightly.

in the case of the SPAS-12, there are two entries for 12g_buckshot:

Source code

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FiringFunctionData 00000006
    $::GameDataContainer
        $::DataContainer
    Dispersion *nullArray*
    WeaponDispersion::WeaponDispersion
        StandDispersion::FiringDispersionData
            MinAngle 2.5
            MaxAngle 2.5
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        CrouchDispersion::FiringDispersionData
            MinAngle 2.5
            MaxAngle 2.5
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        ProneDispersion::FiringDispersionData
            MinAngle 2.5
            MaxAngle 2.5
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        JumpDispersionAngle 0.0
        ProneTransitionDispersionAngle 0.0
        MoveDispersionAngle 0.0
        MoveZoomedDispersionAngle 0.0
        DecreasePerSecond 5.0
    Shot::ShotConfigData
        InitialPosition::Vec3
            x 0.0
            y 0.0
            z 0.0
        InitialDirection::Vec3
            x 0.0
            y 0.0
            z 1.0
        InitialSpeed::Vec3
            x 0.0
            y 0.0
            z 300.0
        InitialDirectionScaleByPitch *nullArray*
        InitialSpeedScaleByPitch *nullArray*
        InheritWeaponSpeedAmount 0.0
        MuzzleExplosion *nullGuid*
        ProjectileData Gameplay/Weapons/Common/Bullets/12g_Buckshot/47d4ac50cd1b6343ab61312840d5d28b
        SecondaryProjectileData *nullGuid*
        Projectile *nullGuid*
        SecondaryProjectile *nullGuid*
        SpawnDelay 0.0
        NumberOfBulletsPerShell 11
        NumberOfBulletsPerShot 1
        NumberOfBulletsPerBurst 3
        RelativeTargetAiming False
        ForceSpawnToCamera True
        SpawnVisualAtWeaponBone True
        ActiveForceSpawnToCamera True
    OverHeat::OverHeatData
        OverHeatEffect::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.0
                z 0.0
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect *nullGuid*
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform False
            StopLoopingEffects False
        HeatPerBullet 0.0
        HeatDropPerSecond 0.2
        OverHeatPenaltyTime 3.0
        OverHeatThreshold 0.8
    FireEffects1p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.107
                z 0.955
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.07
                z 0.955
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_1P/9639bc4f82ed904b9ae7c29cbe063cc8
            UseZoomOffset True
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    FireEffects3p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.107
                z 0.955
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_3P/b7d90b07a3b2a546817db27ab6ee7431
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
        member(1)::FireEffectData
            Offset::Vec3
                x -0.005
                y 0.105
                z 0.44
            Rotation::Vec3
                x -20.0
                y 50.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/Shells/FX_ShellEjection_Shotgun_Pump3P/01fa321e1019ad4da215d7185436d16d
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    Sound sound/Weapons/Handheld/SPAS12/Weapon_Shotgun_SPAS12_SPC/55603c6b7b82d84595cc46bff111e033
    FireLogic::FireLogicData
        HoldAndRelease::HoldAndReleaseData
            MaxHoldTime 10.0
            MinPowerModifier 1.0
            MaxPowerModifier 2.0
            PowerIncreasePerSecond 0.1
            Delay 0.0
            KilledHoldingPowerModifier 0.0
            ForceFireWhenKilledHolding True
        BoltAction::BoltActionData
            BoltActionDelay 0.0
            BoltActionTime 0.55
            HoldBoltActionUntilFireRelease False
            HoldBoltActionUntilZoomRelease False
            ForceBoltActionOnFireTrigger False
            UnZoomOnBoltAction False
            ReturnToZoomAfterBoltAction False
        Recoil::RecoilData
            MaxRecoilAngleX 0.0
            MinRecoilAngleX 0.0
            MaxRecoilAngleY 0.0
            MinRecoilAngleY 0.0
            MaxRecoilAngleZ 0.0
            MinRecoilAngleZ 0.0
            MaxRecoilFov 0.0
            MinRecoilFov 0.0
            RecoilFollowsDispersion True
        FireInputAction 1018135856
        ReloadInputAction 1131457753
        CycleFireModeInputAction -1145593149
        TriggerPullWeight 0.75
        RateOfFire 600.0
        RateOfFireForBurst 600.0
        ClientFireRateMultiplier 0.67
        ReloadDelay 1.3
        ReloadTime 0.68
        ReloadTimerArray *nullArray*
        ReloadTimeBulletsLeft -1.0
        ReloadThreshold 1.0
        PreFireDelay 0.0
        AutomaticDelay 0.0
        ReloadLogic rlWeaponSwitchCancelsUnfinishedReload
        ReloadType rtSingleBullet
        FireLogicType fltSingleFireWithBoltAction
        FireLogicTypeArray *nullArray*
        HoldOffReloadUntilFireRelease False
        HoldOffReloadUntilZoomRelease False
        ForceReloadActionOnFireTrigger False
        AlwaysAutoReload True
    Ammo::AmmoConfigData
        MagazineCapacity 9
        NumberOfMagazines 6
        TraceFrequency 1
        AmmoPickupMinAmount 0
        AmmoPickupMaxAmount 0
        AutoReplenishDelay 5.0
        AmmoBagPickupDelayMultiplier 1.0
        AmmoBagPickupAmount 5
        AutoReplenishMagazine False
    SelfHealTimeWhenDeployed 0.0
    UsePrimaryAmmo True
    UnlimitedAmmoForAI False


and:

Source code

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FiringFunctionData 00000004
    $::GameDataContainer
        $::DataContainer
    Dispersion *nullArray*
    WeaponDispersion::WeaponDispersion
        StandDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        CrouchDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        ProneDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        JumpDispersionAngle 0.0
        ProneTransitionDispersionAngle 0.0
        MoveDispersionAngle 0.0
        MoveZoomedDispersionAngle 0.0
        DecreasePerSecond 5.0
    Shot::ShotConfigData
        InitialPosition::Vec3
            x 0.0
            y 0.0
            z 0.0
        InitialDirection::Vec3
            x 0.0
            y 0.0
            z 1.0
        InitialSpeed::Vec3
            x 0.0
            y 0.0
            z 200.0
        InitialDirectionScaleByPitch *nullArray*
        InitialSpeedScaleByPitch *nullArray*
        InheritWeaponSpeedAmount 0.0
        MuzzleExplosion *nullGuid*
        ProjectileData Gameplay/Weapons/Common/Bullets/12g_Buckshot/47d4ac50cd1b6343ab61312840d5d28b
        SecondaryProjectileData *nullGuid*
        Projectile *nullGuid*
        SecondaryProjectile *nullGuid*
        SpawnDelay 0.0
        NumberOfBulletsPerShell 12
        NumberOfBulletsPerShot 1
        NumberOfBulletsPerBurst 3
        RelativeTargetAiming False
        ForceSpawnToCamera True
        SpawnVisualAtWeaponBone True
        ActiveForceSpawnToCamera True
    OverHeat::OverHeatData
        OverHeatEffect::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.0
                z 0.0
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect *nullGuid*
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform False
            StopLoopingEffects False
        HeatPerBullet 0.0
        HeatDropPerSecond 0.2
        OverHeatPenaltyTime 3.0
        OverHeatThreshold 0.8
    FireEffects1p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.107
                z 0.955
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.05
                z 0.955
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_1P/9639bc4f82ed904b9ae7c29cbe063cc8
            UseZoomOffset True
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    FireEffects3p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.107
                z 0.955
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_3P/b7d90b07a3b2a546817db27ab6ee7431
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
        member(1)::FireEffectData
            Offset::Vec3
                x -0.005
                y 0.105
                z 0.44
            Rotation::Vec3
                x -20.0
                y 50.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/Shells/FX_ShellEjection_Shotgun_Pump3P/01fa321e1019ad4da215d7185436d16d
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    Sound sound/Weapons/Handheld/Remington870/Weapon_Shotgun_Remington870_SPC/1aaf2350aaea0244a768dec0b0d0d826
    FireLogic::FireLogicData
        HoldAndRelease::HoldAndReleaseData
            MaxHoldTime 10.0
            MinPowerModifier 1.0
            MaxPowerModifier 2.0
            PowerIncreasePerSecond 0.1
            Delay 0.0
            KilledHoldingPowerModifier 0.0
            ForceFireWhenKilledHolding True
        BoltAction::BoltActionData
            BoltActionDelay 0.0
            BoltActionTime 0.55
            HoldBoltActionUntilFireRelease False
            HoldBoltActionUntilZoomRelease False
            ForceBoltActionOnFireTrigger False
            UnZoomOnBoltAction False
            ReturnToZoomAfterBoltAction False
        Recoil::RecoilData
            MaxRecoilAngleX 0.0
            MinRecoilAngleX 0.0
            MaxRecoilAngleY 0.0
            MinRecoilAngleY 0.0
            MaxRecoilAngleZ 0.0
            MinRecoilAngleZ 0.0
            MaxRecoilFov 0.0
            MinRecoilFov 0.0
            RecoilFollowsDispersion True
        FireInputAction 1018135856
        ReloadInputAction 1131457753
        CycleFireModeInputAction -1145593149
        TriggerPullWeight 0.75
        RateOfFire 600.0
        RateOfFireForBurst 600.0
        ClientFireRateMultiplier 0.67
        ReloadDelay 1.3
        ReloadTime 0.67
        ReloadTimerArray *nullArray*
        ReloadTimeBulletsLeft -1.0
        ReloadThreshold 1.0
        PreFireDelay 0.0
        AutomaticDelay 0.0
        ReloadLogic rlWeaponSwitchCancelsUnfinishedReload
        ReloadType rtSingleBullet
        FireLogicType fltSingleFireWithBoltAction
        FireLogicTypeArray *nullArray*
        HoldOffReloadUntilFireRelease False
        HoldOffReloadUntilZoomRelease False
        ForceReloadActionOnFireTrigger False
        AlwaysAutoReload True
    Ammo::AmmoConfigData
        MagazineCapacity 8
        NumberOfMagazines 5
        TraceFrequency 1
        AmmoPickupMinAmount 0
        AmmoPickupMaxAmount 0
        AutoReplenishDelay 5.0
        AmmoBagPickupDelayMultiplier 1.0
        AmmoBagPickupAmount 4
        AutoReplenishMagazine False
    SelfHealTimeWhenDeployed 0.0
    UsePrimaryAmmo True
    UnlimitedAmmoForAI False


which one is correct? note the extreme similarity between the two, except that one appears to have a muzzle velocity of 200 m/s, 12 pellets per shell, and 3.0 cone, and the other seems to have a velocity of 300 m/s, 11 pellets per shell, and 2.5 cone.

the answer is to look at the 870 files, and you'll find these two code blocks:

Source code

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FiringFunctionData 00000002
    $::GameDataContainer
        $::DataContainer
    Dispersion *nullArray*
    WeaponDispersion::WeaponDispersion
        StandDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        CrouchDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        ProneDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        JumpDispersionAngle 0.0
        ProneTransitionDispersionAngle 0.0
        MoveDispersionAngle 0.0
        MoveZoomedDispersionAngle 0.0
        DecreasePerSecond 5.0
    Shot::ShotConfigData
        InitialPosition::Vec3
            x 0.0
            y 0.0
            z 0.0
        InitialDirection::Vec3
            x 0.0
            y 0.0
            z 1.0
        InitialSpeed::Vec3
            x 0.0
            y 0.0
            z 300.0
        InitialDirectionScaleByPitch *nullArray*
        InitialSpeedScaleByPitch *nullArray*
        InheritWeaponSpeedAmount 0.0
        MuzzleExplosion *nullGuid*
        ProjectileData Gameplay/Weapons/Common/Bullets/12g_Buckshot/47d4ac50cd1b6343ab61312840d5d28b
        SecondaryProjectileData *nullGuid*
        Projectile *nullGuid*
        SecondaryProjectile *nullGuid*
        SpawnDelay 0.0
        NumberOfBulletsPerShell 12
        NumberOfBulletsPerShot 1
        NumberOfBulletsPerBurst 3
        RelativeTargetAiming False
        ForceSpawnToCamera True
        SpawnVisualAtWeaponBone True
        ActiveForceSpawnToCamera True
    OverHeat::OverHeatData
        OverHeatEffect::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.0
                z 0.0
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect *nullGuid*
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform False
            StopLoopingEffects False
        HeatPerBullet 0.0
        HeatDropPerSecond 0.2
        OverHeatPenaltyTime 3.0
        OverHeatThreshold 0.8
    FireEffects1p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.101
                z 0.964
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.05
                z 0.964
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_1P/9639bc4f82ed904b9ae7c29cbe063cc8
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    FireEffects3p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.101
                z 0.964
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_3P/b7d90b07a3b2a546817db27ab6ee7431
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
        member(1)::FireEffectData
            Offset::Vec3
                x -0.004
                y 0.104
                z 0.455
            Rotation::Vec3
                x -20.0
                y 50.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/Shells/FX_ShellEjection_Shotgun_Pump3P/01fa321e1019ad4da215d7185436d16d
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    Sound sound/Weapons/Handheld/Remington870/Weapon_Shotgun_Remington870_SPC/1aaf2350aaea0244a768dec0b0d0d826
    FireLogic::FireLogicData
        HoldAndRelease::HoldAndReleaseData
            MaxHoldTime 10.0
            MinPowerModifier 1.0
            MaxPowerModifier 2.0
            PowerIncreasePerSecond 0.1
            Delay 0.0
            KilledHoldingPowerModifier 0.0
            ForceFireWhenKilledHolding True
        BoltAction::BoltActionData
            BoltActionDelay 0.0
            BoltActionTime 0.55
            HoldBoltActionUntilFireRelease False
            HoldBoltActionUntilZoomRelease False
            ForceBoltActionOnFireTrigger False
            UnZoomOnBoltAction False
            ReturnToZoomAfterBoltAction False
        Recoil::RecoilData
            MaxRecoilAngleX 0.0
            MinRecoilAngleX 0.0
            MaxRecoilAngleY 0.0
            MinRecoilAngleY 0.0
            MaxRecoilAngleZ 0.0
            MinRecoilAngleZ 0.0
            MaxRecoilFov 0.0
            MinRecoilFov 0.0
            RecoilFollowsDispersion True
        FireInputAction 1018135856
        ReloadInputAction 1131457753
        CycleFireModeInputAction -1145593149
        TriggerPullWeight 0.75
        RateOfFire 600.0
        RateOfFireForBurst 600.0
        ClientFireRateMultiplier 0.67
        ReloadDelay 1.3
        ReloadTime 0.7
        ReloadTimerArray *nullArray*
        ReloadTimeBulletsLeft -1.0
        ReloadThreshold 1.0
        PreFireDelay 0.0
        AutomaticDelay 0.0
        ReloadLogic rlWeaponSwitchCancelsUnfinishedReload
        ReloadType rtSingleBullet
        FireLogicType fltSingleFireWithBoltAction
        FireLogicTypeArray *nullArray*
        HoldOffReloadUntilFireRelease False
        HoldOffReloadUntilZoomRelease False
        ForceReloadActionOnFireTrigger False
        AlwaysAutoReload True
    Ammo::AmmoConfigData
        MagazineCapacity 8
        NumberOfMagazines 5
        TraceFrequency 1
        AmmoPickupMinAmount 0
        AmmoPickupMaxAmount 0
        AutoReplenishDelay 5.0
        AmmoBagPickupDelayMultiplier 1.0
        AmmoBagPickupAmount 4
        AutoReplenishMagazine False
    SelfHealTimeWhenDeployed 0.0
    UsePrimaryAmmo True
    UnlimitedAmmoForAI False


and:

Source code

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FiringFunctionData 00000004
    $::GameDataContainer
        $::DataContainer
    Dispersion *nullArray*
    WeaponDispersion::WeaponDispersion
        StandDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        CrouchDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        ProneDispersion::FiringDispersionData
            MinAngle 3.0
            MaxAngle 3.0
            IncreasePerShot 0.0
            DecreasePerSecond 5.0
        JumpDispersionAngle 0.0
        ProneTransitionDispersionAngle 0.0
        MoveDispersionAngle 0.0
        MoveZoomedDispersionAngle 0.0
        DecreasePerSecond 5.0
    Shot::ShotConfigData
        InitialPosition::Vec3
            x 0.0
            y 0.0
            z 0.0
        InitialDirection::Vec3
            x 0.0
            y 0.0
            z 1.0
        InitialSpeed::Vec3
            x 0.0
            y 0.0
            z 200.0
        InitialDirectionScaleByPitch *nullArray*
        InitialSpeedScaleByPitch *nullArray*
        InheritWeaponSpeedAmount 0.0
        MuzzleExplosion *nullGuid*
        ProjectileData Gameplay/Weapons/Common/Bullets/12g_Buckshot/47d4ac50cd1b6343ab61312840d5d28b
        SecondaryProjectileData *nullGuid*
        Projectile *nullGuid*
        SecondaryProjectile *nullGuid*
        SpawnDelay 0.0
        NumberOfBulletsPerShell 12
        NumberOfBulletsPerShot 1
        NumberOfBulletsPerBurst 3
        RelativeTargetAiming False
        ForceSpawnToCamera True
        SpawnVisualAtWeaponBone True
        ActiveForceSpawnToCamera True
    OverHeat::OverHeatData
        OverHeatEffect::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.0
                z 0.0
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect *nullGuid*
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform False
            StopLoopingEffects False
        HeatPerBullet 0.0
        HeatDropPerSecond 0.2
        OverHeatPenaltyTime 3.0
        OverHeatThreshold 0.8
    FireEffects1p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.101
                z 0.964
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.05
                z 0.964
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_1P/9639bc4f82ed904b9ae7c29cbe063cc8
            UseZoomOffset True
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    FireEffects3p::array
        member(0)::FireEffectData
            Offset::Vec3
                x 0.0
                y 0.101
                z 0.964
            Rotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/MuzzleFlashes/FX_Muzz_Generic_Shotgun_3P/b7d90b07a3b2a546817db27ab6ee7431
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
        member(1)::FireEffectData
            Offset::Vec3
                x -0.004
                y 0.104
                z 0.455
            Rotation::Vec3
                x -20.0
                y 50.0
                z 0.0
            ZoomOffset::Vec3
                x 0.0
                y 0.0
                z 0.0
            ZoomRotation::Vec3
                x 0.0
                y 0.0
                z 0.0
            Effect FX/Weapons/Shells/FX_ShellEjection_Shotgun_Pump3P/01fa321e1019ad4da215d7185436d16d
            UseZoomOffset False
            UseZoomRotation False
            DisableDuringZoom False
            UpdateTransform True
            StopLoopingEffects False
    Sound sound/Weapons/Handheld/Remington870/Weapon_Shotgun_Remington870_SPC/1aaf2350aaea0244a768dec0b0d0d826
    FireLogic::FireLogicData
        HoldAndRelease::HoldAndReleaseData
            MaxHoldTime 10.0
            MinPowerModifier 1.0
            MaxPowerModifier 2.0
            PowerIncreasePerSecond 0.1
            Delay 0.0
            KilledHoldingPowerModifier 0.0
            ForceFireWhenKilledHolding True
        BoltAction::BoltActionData
            BoltActionDelay 0.0
            BoltActionTime 0.55
            HoldBoltActionUntilFireRelease False
            HoldBoltActionUntilZoomRelease False
            ForceBoltActionOnFireTrigger False
            UnZoomOnBoltAction False
            ReturnToZoomAfterBoltAction False
        Recoil::RecoilData
            MaxRecoilAngleX 0.0
            MinRecoilAngleX 0.0
            MaxRecoilAngleY 0.0
            MinRecoilAngleY 0.0
            MaxRecoilAngleZ 0.0
            MinRecoilAngleZ 0.0
            MaxRecoilFov 0.0
            MinRecoilFov 0.0
            RecoilFollowsDispersion True
        FireInputAction 1018135856
        ReloadInputAction 1131457753
        CycleFireModeInputAction -1145593149
        TriggerPullWeight 0.75
        RateOfFire 600.0
        RateOfFireForBurst 600.0
        ClientFireRateMultiplier 0.67
        ReloadDelay 1.3
        ReloadTime 0.67
        ReloadTimerArray *nullArray*
        ReloadTimeBulletsLeft -1.0
        ReloadThreshold 1.0
        PreFireDelay 0.0
        AutomaticDelay 0.0
        ReloadLogic rlWeaponSwitchCancelsUnfinishedReload
        ReloadType rtSingleBullet
        FireLogicType fltSingleFireWithBoltAction
        FireLogicTypeArray *nullArray*
        HoldOffReloadUntilFireRelease False
        HoldOffReloadUntilZoomRelease False
        ForceReloadActionOnFireTrigger False
        AlwaysAutoReload True
    Ammo::AmmoConfigData
        MagazineCapacity 8
        NumberOfMagazines 5
        TraceFrequency 1
        AmmoPickupMinAmount 0
        AmmoPickupMaxAmount 0
        AutoReplenishDelay 5.0
        AmmoBagPickupDelayMultiplier 1.0
        AmmoBagPickupAmount 4
        AutoReplenishMagazine False
    SelfHealTimeWhenDeployed 0.0
    UsePrimaryAmmo True
    UnlimitedAmmoForAI False


the spas-12 and 870 seems to share one of the code blocks, each seems to say that the 12g_buckshot shoots at 200 m/s, 12 pellets, 3.0 cone, while the other one differs from each other. we can pretty safely say that the shared code block is some sort of default shotgun value, or stats that were used during development and later abandoned. or in other words, it's old/obsolete data that's no longer being used.

basically, the reason why the spas-12 and 870 have different apparent pellet spread? because the stat files stated they have different pellet spreads. 3.0 degrees for 870 buckshot, and 2.5 degrees for spas-12 buckshots. the same can be said for the saiga and m1014, though the m1014 only has one entry for 12g_buckshot, and another entry called AI_buckshot (obviously used by AI in singleplayer).

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Thursday, February 27th 2014, 11:39pm

@tehmoriz:

1. While that file-doubling exists and is known, problem is that the files still don't correspond to ingame testings. Maveco has done some rather extensive digging through the files and did not find anything that explains all the differences and deviations from expected stats, especially between semi- and pump shotguns but also within the pump-shotgun category.

2. spoilers, man, please^^ that wall of code is insane if we can't hide it.
Zormau - Battlelog / Battlefield 4

Memorable quotes not taken yet:


Of course, this ignores the non-constant cross-sectional first moment of area across the chest as well as non-constant material properties of the boob; it would be difficult to perform a more detailed analysis (as in, I'd have to have a shape function AND I'd need to derive a function for elastic modulus as a function of lateral breast coordinate) but whatever. It's 2am and I'm lazy.


I always believed science should be very hands on experience.

You should also answer this question I had posed in that thread: Would you be willing to pay your surgeon more if he was going to use a chainsaw for the opening incision of surgery? Clearly using a chainsaw isn't truly suited for surgery but that doesn't really matter. If he's "skilled" enough to be able to use the wrong tools of the trade, he should be rewarded for that skill right?


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Thursday, February 27th 2014, 11:59pm

@tehmoriz:

1. While that file-doubling exists and is known, problem is that the files still don't correspond to ingame testings. Maveco has done some rather extensive digging through the files and did not find anything that explains all the differences and deviations from expected stats, especially between semi- and pump shotguns but also within the pump-shotgun category.

2. spoilers, man, please^^ that wall of code is insane if we can't hide it.


technically, none of them match much of anything.

Shotguns Discussion

your opening calculation is already incorrect. 90 FOV refers to vertical FOV, not horizontal. your horizontal FOV is around 115.5 degrees, so horizontal distance given your screen width (45.2 cm, btw) is around 2.55 cm/degrees.

(actually, there's evidence that the FOV slider is completely wrong. if you set FOV to 60 and go ADS with a RDS with FOV scaling off, you actually zoom OUT, implying that 60 FOV with the slider isn't actually 60 vertical FOV, but is actually somewhere around 57 or so. that, or that weapon scope FOV is somehow wrong. or in other words, we have no idea what your FOV actually is)

second, we're not entirely sure if the bullet impact decal is caused by the actual bullet, and not the bullet TRACER. they're not the same and doesn't always match up. this effect can be easily seen with tank shells, with the "dusting" issue being caused by a tracer hit and a projectile miss. for a lot of vehicles, this issue is so drastic that the tracer is nowhere near where the actual bullet is.

the only way to properly test actual pellet spread is to fire at live targets, in a server with 1000% soldier health, calculate the damage given the pellet counts, and do it many many times to see if they actually match up or not.

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Friday, February 28th 2014, 12:06am

Semi-automatic shotguns seem to comply with expected spread patterns very well (if we assume a hidden 2.0 multiplier). The DAO-12 even behaves exactly as predicted by data: 3.0 buck, 2.5 flechette. Choke multipliers apply correctly (except for the UTS, which seemed to behave weirdly there). This leads to me believing that the method is sound.

To my knowledge the FoV slider represents horizontal FoV, not vertical. If what you say is true, I can still redo the calculations, I think I still have all the pictures and maybe even measurements in raw form.

Furthermore I'm running a 16:10 monitor (16:10 mustard race!), so my FoV experience is likely different than other peoples' anyway. And my screen's actually a 22 inch 16:10 as I just noticed, my bad there. (LG W2242T)
Zormau - Battlelog / Battlefield 4

Memorable quotes not taken yet:


Of course, this ignores the non-constant cross-sectional first moment of area across the chest as well as non-constant material properties of the boob; it would be difficult to perform a more detailed analysis (as in, I'd have to have a shape function AND I'd need to derive a function for elastic modulus as a function of lateral breast coordinate) but whatever. It's 2am and I'm lazy.


I always believed science should be very hands on experience.

You should also answer this question I had posed in that thread: Would you be willing to pay your surgeon more if he was going to use a chainsaw for the opening incision of surgery? Clearly using a chainsaw isn't truly suited for surgery but that doesn't really matter. If he's "skilled" enough to be able to use the wrong tools of the trade, he should be rewarded for that skill right?

This post has been edited 2 times, last edit by "Zormau" (Feb 28th 2014, 12:17am)


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Friday, February 28th 2014, 12:11am

Sorry, mr. Moriz. Didn't mean to disappoint you.

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Friday, February 28th 2014, 12:34am

Do we have any means of reliably getting a certain FoV? Like, for example, a certain sight I could use? Do we know that (with scaling disabled), the RDS or some such always has a FoV of 60, regardless of your display settings?

Anyway, I'm gonna go play some D3 now. I'll probably have another look soon enough, if there is a practical way.
Zormau - Battlelog / Battlefield 4

Memorable quotes not taken yet:


Of course, this ignores the non-constant cross-sectional first moment of area across the chest as well as non-constant material properties of the boob; it would be difficult to perform a more detailed analysis (as in, I'd have to have a shape function AND I'd need to derive a function for elastic modulus as a function of lateral breast coordinate) but whatever. It's 2am and I'm lazy.


I always believed science should be very hands on experience.

You should also answer this question I had posed in that thread: Would you be willing to pay your surgeon more if he was going to use a chainsaw for the opening incision of surgery? Clearly using a chainsaw isn't truly suited for surgery but that doesn't really matter. If he's "skilled" enough to be able to use the wrong tools of the trade, he should be rewarded for that skill right?


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Friday, February 28th 2014, 12:40am

Do we have any means of reliably getting a certain FoV? Like, for example, a certain sight I could use? Do we know that (with scaling disabled), the RDS or some such always has a FoV of 60, regardless of your display settings?
Afaik the FoV levels are displayed under the sight's used ZoomLevel file.


Just for the record (about the multiple buckshot data)...

Quoted

...which one is correct?
The one linked at "WeaponFiring" under the weapon's "SoldierWeaponData" function, the other is treated as an non-selectable projectile modifier.

C0llis

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Friday, February 28th 2014, 1:46am

Miffyli did some... testing in order to get precise measurements of actual FOV on 1080p, it could be of relevance here.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

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20

Friday, February 28th 2014, 2:32am

@tehmoriz:

1. While that file-doubling exists and is known, problem is that the files still don't correspond to ingame testings. Maveco has done some rather extensive digging through the files and did not find anything that explains all the differences and deviations from expected stats, especially between semi- and pump shotguns but also within the pump-shotgun category.

2. spoilers, man, please^^ that wall of code is insane if we can't hide it.


technically, none of them match much of anything.

Shotguns Discussion

your opening calculation is already incorrect. 90 FOV refers to vertical FOV, not horizontal. your horizontal FOV is around 115.5 degrees, so horizontal distance given your screen width (45.2 cm, btw) is around 2.55 cm/degrees.

(actually, there's evidence that the FOV slider is completely wrong. if you set FOV to 60 and go ADS with a RDS with FOV scaling off, you actually zoom OUT, implying that 60 FOV with the slider isn't actually 60 vertical FOV, but is actually somewhere around 57 or so. that, or that weapon scope FOV is somehow wrong. or in other words, we have no idea what your FOV actually is)

second, we're not entirely sure if the bullet impact decal is caused by the actual bullet, and not the bullet TRACER. they're not the same and doesn't always match up. this effect can be easily seen with tank shells, with the "dusting" issue being caused by a tracer hit and a projectile miss. for a lot of vehicles, this issue is so drastic that the tracer is nowhere near where the actual bullet is.

the only way to properly test actual pellet spread is to fire at live targets, in a server with 1000% soldier health, calculate the damage given the pellet counts, and do it many many times to see if they actually match up or not.


If you trace back GUIDs and the primary instance IDs all will be revealed.

though it is a pain in butt to do for somethings. shotguns can tend to be one of thous some times.

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