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Weapon Overheating Module

Open ghost opened this issue 11 years ago • 5 comments

Working as intended overheating module, as per the specifications in the issue ticket.

TBD

  • GUI warnings (currently hints).
  • Modification of how jams are cleared, given that they currently just force a reload (if deemed necessary).
  • Training mission (if deemed necessary).

ghost avatar Sep 18 '13 20:09 ghost

Thanks so much; will pull after 0.3.4 is released and include as a feature in 0.4.

Can you reference your research values for the rounds to heat/barrel weight implementation? I haven't started to look into this yet.

Taosenai avatar Sep 22 '13 19:09 Taosenai

I'm not very well versed in military hardware, so the numbers were mostly abstract. At the moment, ordinary rifles are pretty much unaffected by overheating, except in extreme cases, ARs can fire around 100 rounds fully auto before they reach max temp and HMGs can fire around 40-50 rounds fully auto before they start to see the same effect (as far as I can remember).

Barrel weight is a little bit odd atm, as for some reason there's no default base class for all ARs, so they have the same values as with ordinary rifles, though the higher rate of fire tends to balance out that issue somewhat.

As I mentioned above though, the balancing is very much in alpha, it's mainly the base code and formulae that are working as intended.

ghost avatar Sep 23 '13 13:09 ghost

Let me know if you need help with the numbers since I have a pretty solid database and experience with past US military weapons for the numbers you might need.

Will-Nichols avatar Sep 29 '13 13:09 Will-Nichols

Go for it. I'm not really sure how Git works with multiple users on the same Pull Request though, so feel free to post any numbers you have in here and I'll try and modify the existing stats to reflect them.

ghost avatar Sep 29 '13 17:09 ghost

I will merge and finish this soon.

Taosenai avatar Mar 29 '14 04:03 Taosenai