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Old 12-19-2012, 09:04 PM
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Mekhazzio Mekhazzio is offline
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Originally Posted by Rabid Penguin View Post
Mek, just wondering what these units of measurement actually are... obviously not degrees, as the max recoil pitch for the PPSh would have it recoiling over your head and behind you...
Finding out what those numbers mean in absolute terms would require tracing through an awful lot of code, because any step in the process (and weapon firing is a lengthy process) can manipulate them. They're only really meaningful in relation to each other.

With any luck, though, it'll be plugged without any scaling into the uncreatively-named Unreal Rotational Units, which divide a circle into the space of a 16-bit unsigned integer (0-65535), which gives us the handy conversion values:
Code:
const DegToUnrRot = 182.0444;
const UnrRotToDeg = 0.00549316540360483;
giving PPSh pitch values as 1.29 degree min to 1.64 degree max, or an average 61 shots to go from level to straight up without any multipliers involved. That sounds in the right ballpark, actually, so maybe we're in luck after all.
(coincidentally, if you've ever wondered why your aim moves in discrete jumps when trying to make tiny changes at high zoom, this 16-bit value is what's causing that)

Last edited by Mekhazzio; 12-19-2012 at 09:07 PM.
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  #82  
Old 12-19-2012, 09:21 PM
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Rabid Penguin Rabid Penguin is offline
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Thanks Mek! What I took from this is that the PPSh recoils my 1.5° with each round fired, is that correct?
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  #83  
Old 12-19-2012, 09:31 PM
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Originally Posted by Rabid Penguin View Post
Thanks Mek! What I took from this is that the PPSh recoils my 1.5° with each round fired, is that correct?
As the mean value of a random distribution, and assuming there's no conversion along the way, and before the stance, bracing, stamina, hipfiring, and proficiency multipliers, yeah, sure, sounds about right. (edit: oh, and there's an in-air multiplier, too, just in case you feel like bunny hopping. Forgot about that one)

Last edited by Mekhazzio; 12-19-2012 at 09:32 PM.
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