Fallout New Vegas

Realistic Ballistics submod proposition. (5 comments)

  1. Orven
    Orven
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    Hi all.
    I know, that this mod is not aimed realy on "realism" or anything like that, but since I don't have skills to do it myself, I decided to present you some of my ideas here. Maybe someone of you will be able (if He/She would be interested in first place of course) to do what I propose. I feel that I should inform, that I've posted identical text aslo in "forums" section of Project Nevada Mod (without response yet).

    I was thinking to make "guns" part of the game more challanging by adding some external ballistics to it. I don't realy know if this is possible, but since in Skyrim arrows posses some kind of external ballistics I assume it is doable. There are also some mods for Skyrim with also alter the dmg of bow+arrow combination depending on range from the target. If something like that would be possible also for FNV, would be nice.

    I thinking here mainly of external ballistics and it influance on dmg. So it goes for projectiles velocities (how much of velocity is lost on distance). In real world this also influance how much energy is lost or preserved by distance, with influance a stopping power and lethality of projectile (however there are also other concerns). So distance to target would influance both - dmg, and AP capabilities (however I think is enough to add just dmg modifier to achieve both).

    A side of velocities of a projectile, there would be also implemented bullet's drop . This would make "sniper builds" much more challanging - there woulnd't be enough to just put centre of the cross on the target anymore. There is much more to consider in real world, like wind etc., but this might be too much to implement into the game.

    For game purposes, terminal ballistics are propably solved good enough in vanilla game. However in seek of realism, one could work here too. For example, any bullet that would not hit a head, would not also do any instant dmg, but only apply bleeding wounds (and healing wounds should be forbiden during combat). Bleeding value would be dependant of dmg attributed to weapon and corrected for distance. Bleeding from several wounds would accumulate. Only head shots would deal instant dmg - in NPC's (humans) preferably lethal ones (if no protective headgear present). In real world, hitting a spinal cord, a hearth or other intenciliy bleeding organ would also result in almost instant "disabling" of enemy from combat. But as far as I know, we can't make such distinction in game. For bullets that at the moment of hit would stll have a velocity of around 2200-2500 fps (speed of sound in human body more less) and above, there could be added "shockwave effect" - in game's terms, some, relatively high chance to stagger enemy for a while, and smaller chance to knock him down incapitated for some time.

    A side of my lack of skills and eventualy some possible technical/engine limitations I see one big problem however - that the FNV world is scaled about 1 to 30. Question is, should this be also implemented into the mod? From one hand, if not, for example bullet drop wouldn't be an issue, becasue rarily we would have enough of "real" distance to target (in case of rifles - it still would be noticable in case of pistols). From other hand, if we would impement scale into the mod, for example pistols would be practically useless at ranges of more than maybe a feet or so, making them obsolete whatsoever.
    1. jodwig
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      I experimented with it in AWN already, both in FO3 and FNV, and it's almost impossible to do. Shooting in these games is already a hell, and everyone knows it. VATS is already pretty bugged and unreliable, and bullet drop further fucks up VATS. Damage fall off with distance might be also script heavy and not sure if possible even with NVSE etc. AWN had also plans for bleeding, but I wrote script for ammo types rather than weapons, and it totally killed performance, so I resigned from the idea. And as you said, you shoot guns from few meters anyway, so that alone renders all of your ideas quite pointless, because they simply wouldn't make sense or work in FNV. FO4 would be different, but we would have shitloads of problems with fixing other stuff they broke.
    2. Orven
      Orven
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      I understand.
      Thx. for answer.
      This just for general idea and for discussion.

      Btw.
      I've found this mod for example:
      http://www.nexusmods.com/newvegas/mods/50757/?

      Do you think is it possible to use it (Bullet fix and Nohistscan modules) together with AWN? Or this will mess up things?

      I remember that I was wieving pages of some mods that adds bleeding effects but never tested them, so don't know how hard they hit performance. Don't remember did I found something with deacresing dmg over distance.
    3. jodwig
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      AWN already uses its own bullet physics and doesn't have hitscan on bullets, the only difference is that it doesn't add gravity to the projectiles, because this stuff was messed up, and was further breaking VATS. And no, this mod is incompatible as hell with AWN.

      Regarding bleeding, it's not hard to make, but as always I wanted something complex, and my approach was impossible to do in the GECK, so I abandoned the idea, but I doubt that bleeding mod will be compatible with AWN, because they will need to edit either NPCs or weapons/ammo.
    4. Orven
      Orven
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      I understand.

      Thanks.