Symthic Forum was shut down on January 11th, 2019. You're viewing an archive of this page from 2019-01-08 at 23:15. Thank you all for your support! Please get in touch via the Curse help desk if you need any support using this archive.

Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

## Recoil decrease algorithm and confirmation on spread decrease

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

Symthic Developer

Posts: 3,751

Date of registration
: Mar 21st 2013

Platform: PC

Location: __main__, Finland

Reputation modifier: 17

Monday, October 6th 2014, 9:18pm

### Recoil decrease algorithm and confirmation on spread decrease

Thanks to info from James "undeadpixel" Kono we finally have definite answer to two questions that have been floating for some time: Recoil and spread decrease.

Recoil decrease.
This has been a hard one and we only knew(?) it is a cubic function. Here it is in its full glory:

### Source code

1

recoil* scale * time^2

Where:

### Source code

1
2
3

recoil = the recoil decrease from the files
scale = 0.1 when gun is firing (more accurately: time when you can't fire second shot due to RoF). 1.0 otherwise
time = time since last shot

(hope I understood it right)

We have been pretty sure about this but now it's confirmed: It's degrees/second.
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)
• InterimAegis - Weapon comparisons/scoring.
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• pmax - Statistical analysis of BF4 players/games.
• 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

This post has been edited 2 times, last edit by "Miffyli" (Oct 6th 2014, 9:47pm)

Posts: 895

Date of registration
: Dec 8th 2013

Platform: PC

Battlelog:

Reputation modifier: 13

Monday, October 6th 2014, 9:39pm

Awesome work!

Follow-up: V-Recoil and H-Recoil are decreased separately? Or combined together using trig?

Of course I guess that is kinda moot because it is impossible for us to know which H-Recoil are we decreasing FROM at any given shot, anyways?

Up and down. Bounce all around

Posts: 3,100

Date of registration
: Apr 15th 2013

Platform: PC

Location: Sweden

Battlelog:

Reputation modifier: 15

Monday, October 6th 2014, 9:39pm

And the recoil decrease is in degrees/s (i.e. the dimension of g_gunswayRecoilDecreaseScale is degrees/s^3)?

Is it handled separately for the x- and y-axes (as Frankelstner believed )?

### Quoted from "NoctyrneSAGA"

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

### Quoted from "Watcher-45"

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

### Quoted from "LeGarcon"

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.

Symthic Developer

Posts: 3,751

Date of registration
: Mar 21st 2013

Platform: PC

Location: __main__, Finland

Reputation modifier: 17

Monday, October 6th 2014, 9:48pm

### Quoted from "C0llis"

And the recoil decrease is in degrees/s (i.e. the dimension of g_gunswayRecoilDecreaseScale is degrees/s^3)?

Is it handled separately for the x- and y-axes (as Frankelstner believed )?

I believe it's per axis. Most sensible and easy to do.
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)
• InterimAegis - Weapon comparisons/scoring.
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• pmax - Statistical analysis of BF4 players/games.
• 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

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Monday, October 6th 2014, 9:57pm

Okay, so using the AK-12, for example, the numerical formula is:

(18 )(0.1)(0.092307692^2)?

Edit: And you would refer to the AK-12's recoil decrease as 18 degrees per axis?
To Aim Assist or not to Aim Assist, that is the question.

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38

AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
x 2.0
y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
x 1.0
y 1.2
AttractSoftZone 0.75
AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
AttractMoveInputCap 0.0
AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.2
SnapZoomPostTime 0.2
SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput 0.2
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 1.2
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
x 2.0
y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
x 1.0
y 1.2
AttractSoftZone 0.0
AttractUserInputMultiplier 1.0
AttractUserInputMultiplier_NoZoom -1.0
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.0
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.0
AttractMoveInputCap 0.0
AttractYawStrength 0.0
AttractPitchStrength 0.0
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.0
SnapZoomPostTime 0.0
SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput -1.0
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 0.5
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0
DisableForcedTargetRecalcDistance 7.0

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

 AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
x 2.0
y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
x 1.0
y 1.2
AttractSoftZone 0.75
AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
AttractMoveInputCap 0.0
AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
ViewObstructedKeepTime 0.0
SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.0
SnapZoomPostTime 0.0
SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput -1.0
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 0.5
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0
DisableForcedTargetRecalcDistance 7.0

### My "Contributions"

Mom's Spaghetti

Posts: 1,774

Date of registration
: May 10th 2014

Platform: 360

Location: United States, Pennsylvania

Battlelog:

Reputation modifier: 6

Monday, October 6th 2014, 10:33pm

So, recoil decreases when firing? Or no?

Symthic's Friendly Neighborhood Pastafarian

Master of nothing, mediocre at everything... except dropping ammo boxes. I do that like it's my fucking job.
BAND RECOMMENDATION OF THE WEEK (or really till whenever I update it): I don't really have much if I'm being honest. Give me some metalcore recommendations and I'll try 'em out

### Quoted from "3VerstsNorth"

You're into Chinese nowadays?
No, but i am into immature jokes about sexual intercourse with cats with a pinch of stereotypical asian accent.

Thanks razal.

### Quoted from "hunturk"

I don't even have a big neck.

I didn't know vertigo could disrupt one's sense of size.

Skynet T100

Posts: 1,614

Date of registration
: Apr 12th 2013

Platform: PC

Location: Guilin Peaks, Finland

Battlelog:

Reputation modifier: 14

Monday, October 6th 2014, 10:39pm

Oh, happy day!

Three relevant posts in Algorithms for the Shooting Mechanics in BF4 updated. We are getting short of mysteries.
"Less is more? How can that be? How could less be more, that's impossible. More is more." Yngwie Malmsten
"Many bullets help." WoopsyYaya
"most rhetorically legitimate ad hominem 2015" ToTheSun!

Suidae cathexis

Posts: 9,736

Date of registration
: Jul 1st 2012

Platform: PC

Location: Newcastle upon Tyne, United Kingdom

Battlelog:

Reputation modifier: 20

Monday, October 6th 2014, 10:45pm

My loathing for maths becomes apparent here, can someone give me more than a formula for how recoil decrease works? I can't visualise it working...

Everybody's Favourite Worthless Support and LMG Fan!

Song currently stuck in my head is: Red Cold River by Breaking Benjamin!