moeb1us 91 Posted August 20, 2020 Hey guys, would you mind helping me out with a couple of questions that bug me since foreever. So we know there are some issues with the weapon and projectile stats that should be balanced but aren't, and are instead dragged from update to update, even when fixing it would take not more than one hour or so. Examples: 1) 7.62x39 mm airFriction and base damage 2) airFriction of 5.45 versus 5.56 3) rate of fire of M4 versus the AK variants etc Questions: a) can mods correct this? That is, could a mod be created and installed on a server that fixes the .pbo (and config.bin) of weapons and projectiles? b) how are these handled in currently modded in weapons from let's say Mass? Stuff like the Kar98a with 7.52x57 mm round, it's not in vanilla. How is the damage handled? Does it use an already existing .pbo/config.bin or a new one? Thanks mates! moe Share this post Link to post Share on other sites
-Gews- 7443 Posted August 21, 2020 (edited) 17 hours ago, moeb1us said: 1) 7.62x39 mm airFriction and base damage 7.62x39mm airFriction is actually good at -0.00145. Or as the DayZ wiki claims, -0.00143. I don't care to dig in files right now but either of those is decent. 17 hours ago, moeb1us said: 3) rate of fire of M4 versus the AK variants Actually, last time I tested, which was some months ago and again, I don't feel like firing up the game to see if it was changed, there seemed to be an unintentional cap on the rate of fire, as none of the weapons fired faster than 600 rpm. Eg, the MP5K reloadTime should give a rate of fire of 900 rpm, but still it fired only 600 rpm. If I made new modded weapon class it could fire faster, so it must be a config error by the devs, I guess something with class inheritance. But there is another problem, I found that I could make weapons fire at up to about 900 rpm, and then it would not go any faster... making a 1200 rpm weapon in the config only resulted in 900 rpm when you fired it. The exception was that I could make a gun that fired ~1800 rpm. But nothing worked in between 900 to 1800, and nothing worked faster. I expect it's not fixed either because I made a feedback ticket but it went unanswered: https://feedback.bistudio.com/T148987 17 hours ago, moeb1us said: a) can mods correct this? That is, could a mod be created and installed on a server that fixes the .pbo (and config.bin) of weapons and projectiles? Yes, mods can change it all, "MoreGuns" for example rebalances some of the figures, or "CashewSan" on DayZ modder's Discord server made a universal ammo types mod, so that instead of making redundant ammo types for each different mod, the authors could use his universal ammo instead, however this one didn't alter the default rounds. The thing is, DayZ doesn't have the "rivet counter" milsim type of community who really cares or obsesses about weapon realism. There is nothing like an ACE mod for DayZ, there's no mod on there which fixes weapon details nicely. For damage, I think most just pick numbers which "seem good". And a bit finer points like the airFriction value, I haven't seen done at all unless provided. Maybe someone did it since though (doubt). There are mods on the Workshop that give 200 damage to a .50 BMG, and there are mods which give 2000 damage to the 50 BMG (real example). 17 hours ago, moeb1us said: b) how are these handled in currently modded in weapons from let's say Mass? Stuff like the Kar98a with 7.52x57 mm round, it's not in vanilla. How is the damage handled? Does it use an already existing .pbo/config.bin or a new one? Typically it's a new config, with new values. Edited August 21, 2020 by -Gews- Share this post Link to post Share on other sites