I must report alongside others who reported the same, some projectiles cause 0 Damage, an example being the shotguns, I managed to fix it through xEdit somehow bringing back some stuff from Armament shotgun projectile itself, only things I kept from your changes were Speed, Fade Duration, Impact Force, Collision Radius and lifetime to make shotguns be able to hit again.
Really should update this for the new version, your mod doesn't contain bullet damage values thus making it incompatible with the included immersive damage patch, which isn't ideal
my personal minigun from miniguns rebirth does not have muzzle flash when i load the game with armament vloup and eco-armament vloup,when these two are out of the load order it works do i have to patch something on xedit?
Try installing Burst Impact Blast FX, there is a good chance I inadvertently referenced its assets, but my mod doesn't include assets, which may be causing the problem, if there is no problem after installing bibfx, I will set bibfx as a pre-req.
I started using this mod, however there seems to be no bullet penetration.
EDIT: I got the bullet penetration to work, it turns out it was a load order issue, however I've noticed that certain weapons shoot nothing while the bullet penetration is in working order. They make sounds, but they are nothing more than glorified noisemakers that do no damage at all, firing them at a wall produces no bullet decals.
A question: I'm using both 'Armament Vloup Tweaks' AND 'True Damage - Armament Vloup Tweaks'.
I asumed that I need both: the main file and the patch for 'armament' and 'true damage'. But using both, some calibers dont work (like 5.54x39). If I just use 'True Damage - Armament Vloup Tweaks' it seems to work by itself, without the main file.
If this is the case, 'True Damage - Armament Vloup Tweaks' is a main file, not an optional one, is this correct?
If not, and we need both 'Armament Vloup Tweaks' AND 'True Damage - Armament Vloup Tweaks', then I'd like to report that 5.54x39 is not working properly.
English isnt my native language, I hope I explained myself.
If the master file is lacking, then the bullet's penetration ability is nullified 'True Damage - Armament Vloup Tweaks' is indeed an optional file. Can you explain what exactly is wrong with 5.45x39mm?
You shoot a weapon using 5.45x39mm, and the gun goes pew pew and empty shells come from the gun. But the gun causes no impact/damage and no sparks/fire from the muzzle.
Can you explain the last 3 columns of that chart please? Reason I ask is you look to have a measly 15% difference between .223 and .30-06 in Damage But a 100% difference in cartridge weight. Nobody in their right mind would bother using .30-06 if those numbers represent what the label suggests. The Damage to Weight ratio in survival mode would make you laugh even if Cricket wanted to give you 10 rounds free - on the house....
.223 is a varmint caliber. .30-06 can take down most North American game.
Added: I think lost in all this "ballistics math" is the fact that at 20 yards I'd beg you to shoot me with a .223 instead of a .44 Magnum. The .223 would go clean through - so if you missed a vital area I'd be fine. The .44 Magnum? It would make a wound channel that simply has a chance to hit a vital area the .223 has no chance of hitting. Now a .223 Pistol where the FPS is nowhere near the levels you list? It will tumble and make a real mess - so much so I'd rather you shoot me with that .44......
I strongly agree with you on ballistic math, and if you have suggestions for bullet data balance feel free to make them. I'm Chinese, and my knowledge of firearms and bullets is only based on public data and some test videos, so I chose muzzle energy as a reference when setting damage. Because the game only has cuts for damage beyond the range, and no damage enhancement at close range. So because of the difference in distance, this difference in the cavity caused by the bullet tumbling is only used by me as a small fluctuation in the damage value of the same level of bullet. As for your description of full power bullets and medium power bullets I also recognize, but I think the difference between them in the game is best the difference in the ability to headshot, for example, in the Scourge environment of human life is generally 80-120, while most are 100, then the .223 headshot 3 times the damage is 90, for the enemy wearing a helmet is not fatal, still have the ability to counterattack, but the .30- 06 or .308 then the probability can be a shot to kill. Then in MAIM + Scourge + True Damage environment you have two choices, one is to choose stronger firepower to suppress the enemy and reduce the number of injuries, thus reducing the consumption of drugs and carry. The second is to choose slightly less firepower as well as more ammunition and carry more drugs to improve the forgiveness rate.
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EDIT: I got the bullet penetration to work, it turns out it was a load order issue, however I've noticed that certain weapons shoot nothing while the bullet penetration is in working order. They make sounds, but they are nothing more than glorified noisemakers that do no damage at all, firing them at a wall produces no bullet decals.
I asumed that I need both: the main file and the patch for 'armament' and 'true damage'. But using both, some calibers dont work (like 5.54x39). If I just use 'True Damage - Armament Vloup Tweaks' it seems to work by itself, without the main file.
If this is the case, 'True Damage - Armament Vloup Tweaks' is a main file, not an optional one, is this correct?
If not, and we need both 'Armament Vloup Tweaks' AND 'True Damage - Armament Vloup Tweaks', then I'd like to report that 5.54x39 is not working properly.
English isnt my native language, I hope I explained myself.
'True Damage - Armament Vloup Tweaks' is indeed an optional file.
Can you explain what exactly is wrong with 5.45x39mm?
Thanks for check it, nonetheless
Reason I ask is you look to have a measly 15% difference between .223 and .30-06 in Damage
But a 100% difference in cartridge weight.
Nobody in their right mind would bother using .30-06 if those numbers represent what the label suggests.
The Damage to Weight ratio in survival mode would make you laugh even if Cricket wanted to give you 10 rounds free - on the house....
.223 is a varmint caliber.
.30-06 can take down most North American game.
Added:
I think lost in all this "ballistics math" is the fact that at 20 yards I'd beg you to shoot me with a .223 instead of a .44 Magnum.
The .223 would go clean through - so if you missed a vital area I'd be fine.
The .44 Magnum? It would make a wound channel that simply has a chance to hit a vital area the .223 has no chance of hitting.
Now a .223 Pistol where the FPS is nowhere near the levels you list? It will tumble and make a real mess - so much so I'd rather you shoot me with that .44......
I'm Chinese, and my knowledge of firearms and bullets is only based on public data and some test videos, so I chose muzzle energy as a reference when setting damage.
Because the game only has cuts for damage beyond the range, and no damage enhancement at close range. So because of the difference in distance, this difference in the cavity caused by the bullet tumbling is only used by me as a small fluctuation in the damage value of the same level of bullet.
As for your description of full power bullets and medium power bullets I also recognize, but I think the difference between them in the game is best the difference in the ability to headshot, for example, in the Scourge environment of human life is generally 80-120, while most are 100, then the .223 headshot 3 times the damage is 90, for the enemy wearing a helmet is not fatal, still have the ability to counterattack, but the .30- 06 or .308 then the probability can be a shot to kill.
Then in MAIM + Scourge + True Damage environment you have two choices, one is to choose stronger firepower to suppress the enemy and reduce the number of injuries, thus reducing the consumption of drugs and carry. The second is to choose slightly less firepower as well as more ammunition and carry more drugs to improve the forgiveness rate.