Fallout 3
0 of 0

File information

Last updated

Original upload

Created by

Lostinmymind

Uploaded by

lostinmymind

Virus scan

Safe to use

Tags for this mod

15 comments

  1. lostinmymind
    lostinmymind
    • member
    • 15 kudos
    After messing with it a bit more, I've actually settled on 1 per 10K-soon as I polish some stuff up, I'll put up the first full mod. The drop is a bit more, but not by much-using the small mil-dot reticle, balcony-target stands is just about the third dot. It's probably not as realistic, but we don't get to vulk around with 1000-yard shots anyways, so might as well. With 30K/3/50K it requires a bit of an adjustment at almost evry range, so it adds that range/drop calculation element to the fun.
  2. Pelinor
    Pelinor
    • supporter
    • 384 kudos
    Go ahead and use any of my reticles you like. I'll be adjusting some of them in the next few days, so you might want to keep an eye out for that.

    Having .75 gravity per 10K speed seems like it might work fine. I agree that 20K speed was too slow, after trying to whack wandering NPCs in the background. I think 40K/3/50K is about as far as I would go. 50K speed feels a little too fast and might be a good reference for top end.
  3. lostinmymind
    lostinmymind
    • member
    • 15 kudos
    Mostly due to the fact that what we're seeing with the balcony-target stands distance is the limit of actor draw anyways (or close to it using vanilla settings at max), I'd say realistic drop is a bit out of the question (it would be barely noticeable at the extreme ranges of the vanilla-setting engine), so far a setting I like is 20K/1.5/50K (to save space and my oh so delicate fingers <img class=">, i'll be listing them as speed/gravity/range). The drop is decent enough so as to require a bit of an adjustment, both height and lead-wise. At the farther ranges, unless you're fighting something big (deathclaws) you won't see point of impact anyways.

    I'm gonna hit the sack as it's 4 AM here, I'll do a bit more *ban*-around tomorrow. I have yet to try it, but 20K seems a bit sluggish to me, so I want to try 30K/2.25/50K (same drop, just faster time to target)

    As a note-I'm not looking to make this ultra-realistic, I just find it fun to have a bit of realism when it can be so easily done. Also, my main rifle in the game is a silenced bolt-action that for some reason shoots pistol cartriges... So yeah.


    Besides, to make it really realistic, we'd have to code wind into the game, as I'm sure you know that wind drift is much much harder to compensate for than gravity, especially being in a craggy desert that is FO3 <img class=">

    A side note, since I mentioned zeroing. The way I have my rifle set right now, it actually perfectly emulates a 150-200 yd zero <img class="> it hits just a teensy bit high when you get closer, then drops as you get further away.

    A quick question-do you mind if I use one of your reticles next time i release a mod? All credit given, obviously-just for completeness sake.
  4. Pelinor
    Pelinor
    • supporter
    • 384 kudos
    <img class="> Good work there. I know I've certainly spent tens of thousands of rounds testing, and it's nice to not be the only one. If you couldn't make the shots go higher, I guess I have a bad file somewhere; I'll try to find the disc sometime so I can reinstall.

    About the drop, have you decided on any values? I don't have a .308 but on a 7mm RUM (it's close), I use 350 meters/yards per half second to estimate speed of a shot at long range. Since the Tenpenny Tower looks about 150 meters/yards, I suggest less than 1/4 second to get there with about 4 1/2 inches of drop. That's not much so something a little more unrealistic might have a better feel to it.

    It's going to take a very broad-reaching mod to put a shine on the sniper aspect of the game--now including animations if accuracy is to be fixed. (At least gravity works. <img class="> )
  5. lostinmymind
    lostinmymind
    • member
    • 15 kudos
    Wow... there's no way to describe this poo.

    So, I did some *ban* around trying to replicate what's happening with you, and here's what I found. Hand Grip and Attack Anim both affect shot placement. Guess that worked when you had 99% melee >.<

    Best accuracy you can get is with Hand Grip and Attack Anim both set to DEFAULT and Animation type set to TwoHandRifleEnergy. It shoots straight at any range (shooting from the top of tenpenny tower balcony at the targets) and only pulls about 2 inches high at closer ranges (just across the parking lot) This is with FoV 10 and a non-fixed crosshair.

    When shooting from tenpenny balcony, there is noticeable drop at 20K/1/50K, to dead-center on the target is just about the tip of the first lower chevron on the PSO-1.

    That said, I think i've shot more long-range than I probably did in the past 3 weeks of playing the game. As of now, It's damn good enough for me, lol.

    I'm gonna vulk with the bullet drop a bit more, but seriously-I feel like I'm playing a shooting competition sim and not an action RPG.
  6. lostinmymind
    lostinmymind
    • member
    • 15 kudos
    I'll get right on that man. just for the record, I'll be *ban* around with the scoped hunter rifle-i'll try to make it go up instead of down.


    **EDIT** Welp, got some sort of results-just spent 400 rounds of .308 win popping shots from the vanilla sniper rifle.

    Mine works juust peachy with animtype=TwoHandAutomatic. Just about the top of 2nd chevron at speed=20000 gravity=1 range=50000 using fixed/illumintaed PSO-1, shooting from tenpenny tower's balcony at the targets. Problem is, the Vanilla rifle is insanely inconsistent-i had a hit rate of maybe 15% even though I re-set aim after every single hit.

    I didn't take any screens because the hit rate was just THAT bad. maybe 80 shots hit, rest were wide (i didn't touch spread or anything on the actual rifle, character with small guns skill of 110)

    I had no idea that animation actually affects where the hits land. I'm going to vulk with the different animation types for the scoped/silenced hunter, see if I can get some better results.
  7. Pelinor
    Pelinor
    • supporter
    • 384 kudos
    Interesting. Can you, or anyone, confirm my sniper rifle bug when using gravity? I ran without mods, except the bullet drop, and it's still messed up. If it IS a bug in the game, it looks like it'll take some animation work to fix it--and right now I'm scripting in stuff for my reticles.
  8. lostinmymind
    lostinmymind
    • member
    • 15 kudos
    I'm using the Silenced hunter rifle. FoV doesn't work like that, sadly-since the actual point of impact of hitscan is a (non-existent) tick higher, 3 would put them about the same.

    Heheh. Actually-the way that the 10-FoV scopes end up is just like a badly-zeroed scope (say, zeroed for 400 or so) so it actually works out when you calculate it <img class=">
  9. Pelinor
    Pelinor
    • supporter
    • 384 kudos
    Ah, that's very close to what I came up with myself, except I used 20,000 speed. What rifle are you using? It wasn't working right for me because, as I have found, my sniper rifle animations are bugged. It would normally cause the bullets to rise, instead of fall, at distance when using gravity. Also, I could only shoot as far as from the edge of the parking lot--along the same path as yours. However, when I use a different animation type (I tried 2HandRifle) it works perfectly. I'll see what's causing it, if it didn't ship that way.

    With 20,000 speed, no altered FOV or auto-aim (using a fixed reticle), and at your vantage point, I can hit the targets--people too <img class="> --using the same hold-off. At least we know the FOV and speed/drop proportion isn't messed up. Now to find out what units are being used.

    (Edit: Using the above settings and PSO-1 reticle, I have the found the following to work: If the person's height places them at 3 on the range-finder, aim 1 mark high. I guess for 10 FOV it'd be more like 1.5 to aim 1 mark high.)
  10. lostinmymind
    lostinmymind
    • member
    • 15 kudos
    Yeah, it's just a proof of concept for now-As i've stated before, this came up in discussion of Pelinor's Reticles, so i tossed together a quick one. Hopefully some time in the not too distant future, It'll come out with realistic drop and calibrated scopes-the PSO-1 lends itself to that perfectly.