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Marmonator

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  1. Marmonator
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    New versions of each file released!

    I finally decided to make the gravity values consistent across the board, as I can't find varying ballistic coefficient values for real life bullets.

    Long range sniping will be easier as you have to aim lower, but not too easy. With inconsistent gravity values it was almost a guessing game and now the bullet drop makes more sense across the board. With how hard the projectile is to see without slowing down time, it was hard to know how much you had to adjust your fire.

    I hope users can get adjusted to this change.

    This version also fixes the problem some have had with automatic installing using mod managers.
  2. Diekaiju
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    Not sure if it's this mod, but I'm getting a sound glitch. It'll play a loop over and over when enemies start shooting. The best I could describe (I know it sounds silly lol) is that it goes ''pewpewpewpew'' for about 5 seconds then stop. I have ''All Weapon Sounds Overhaul.'' Possible conflict?
    1. Marmonator
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      It definitely seems like a conflict. This mod changes projectiles to play a loop of the sound of a bullet swooshing by to make it work with non hitscan projectiles.
  3. Maxime117
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    Given that weapons will use physical projectiles in the world, will this mod impact performance when there's a lot of ammo being fired on-screen?
    1. Marmonator
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      I have tested large firefights with multiple NPCs firing at the same time with me firing the riot shotgun as fast as I could - that's 7 physics projectiles every shot plus all the NPC SMGs and semi auto guns firing at me - and it only got laggy after I added dozens of raiders with random weapons to the already chaotic firefight using the console. I put godmode on to be able to test that for a long time.

      I did this test back when I had an i5-2500K with 8GB 1333Mhz DDR3 and the same GTX 980TI that I have now.

      So if you can run the largest vanilla firefight you can find in the game, for example in one of the Strip casinos in vanilla, I'm sure you can run it with this as well.
  4. PiTGame
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    Does this mod supports weapon of the new millenia?
    1. Marmonator
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      If the weapons in that mod use vanilla projectile assets. I may check what projectiles the weapons use later.
  5. Miles455
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    So what do you think will you be able to add tracer rounds?
    1. Marmonator
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      Sadly no. I am not good at creating models and textures. The vanilla tracer models freak out if they are fired with a non hitscan projectile so I can't use those either.

      Then there is the factor of having to manage so many more files if some want and some don't want tracers.
    2. Miles455
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      hmms ok then
  6. XxParagonSporkxX
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    not noticing any bullet drop (using an anti-material rifle at double the distance of the screenshot taken where your sniping the centurion at cottonwood cove), I've tried manual install and with vortex. i have all the DLC, however everything else seems to work except drop (the whole reason i downloaded this)
    1. Marmonator
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      There definitely is bullet drop - but it is now a few times lower than before. The video and image are outdated and I will remove them.

      It was bad for gameplay to have drop that severe with no tracer effects. Now the gravity values are consistent across the board - but in turn weapons that have projectiles traveling at 1km/s will relatively have less drop.

      At the range in the image and video, you will still have to aim above the head and severely compensate for moving targets - even with a 1km/s projectile.
    2. XxParagonSporkxX
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      Ok that makes more sence, thank you.
  7. PotatoPuhtahto
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    Still can't download using NMM, has it been updated yet?
    1. Marmonator
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      The update happened on the 22nd. I don't know what could cause that then if not the file path fix.
  8. Miles455
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    Any chance to add tracers, I do a lot more milsim type combat in my game and being able to have a better idea of where my round landed allows me to adjust better. Same reason why the military uses tracers in real life
    1. channel84
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      Try using zooming scope mod by bhore to get a better view of the ballistic trajectory at the moment. So far it works great with this mod for me, I can see clearly the bullet drop trajectory in real time and adjust accordingly when tested using 9mm pistol.
    2. Marmonator
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      The problem is that the 9mm Parabellum round travels at 25200 game units per second, while for example 5.56 at 70,000 units - almost three times slower.

      While even fast rounds can be seen, they can often be blocked by the muzzle flash and as I use Real Recoil with a custom recoil amount file, I don't get to see the round with muzzle climb unless I slow down time with sgtm.
    3. Miles455
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      Yea couldnt have said it any better. When I said milsim-ish, I meant it. In milsim, you arent going to engage a target that is 100+ meters out with a 9mm weapon, which travels at 360 m/s^2 and has significant bullet drop. You want a rifle, and a 5.56 rounds travels at 990 m/s^2, which is incredibly fast. Combined with recoil, muzzle flash, and some smoke effects that I downloaded, and can you see why I would need tracer rounds
  9. channel84
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    Downloaded and will try out the mod. The default long range shooting mechanic really bugged me out with no bullet drop. A few question I have regarding this mod:
    1) What the difference between this mod and Lead - Bullet Ballistics and Precision Ballistics and Munitions?

    2)Does this bugged out VAT or npc shooting?

    Really appreciate the effort for compiling this mod
    1. Marmonator
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      This is awkward but just as you posted this comment I released new versions of the mod.

      To answer your questions:

      1) Lead - Bullet Ballistics is the more arcade version of this, rounds are almost 10 times slower than real life counterparts. Not realistic but makes for fun gameplay dodging shots like it's The Matrix. Compared to Precision Ballistics and Munitions I wanted to have closer to real velocities and no tracers by default. Some minor differences in bullet fixes too. And unlike it's creator, I'm still around to create patches for other mods.

      2) No. In fact VATS is built to support non hitscan projectiles - that's what it changes hitscan to when you get a killcam following a bullet entity. And NPCs use it just fine. I am still testing if some of the lowest velocity rounds like .45 Auto, 9mm Parabellum and BBs drop too much so enemies might miss at longer ranges.
    2. channel84
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      Tested it out, works great, endorsed
    3. npdogg
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      I have yet to notice any change in enemy accuracy. At range, gun spread seems to be a much bigger factor in any case.
    4. channel84
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      Aye, so far everything works as expected. For me this mod is way more important than the other gun play mod like bleed or impact. Purist might argue the drastic bullet drop vs distance compare to real life but due to the game limitation I feel that Marmonator did a great job balancing it out. Now I feel better taking long shot with my pistol instead of the normal modless pistol which perform better than sniper.
    5. Marmonator
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      I am not dead set on the current gravity values by any means. Currently the problem is that the slowest rounds like .22LR, 9mm, .45ACP drop too much, while with the same gravity something like 5.56, 7.62mm or .50 BMG drop too little.

      I will come up with something.
  10. robot
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    Which version of the mod has more bullet drop realistic, or normal ? How big is the difference ?

    Edit:
    Found the answer in the description, "arcade" version has tracers and smaller velocity, so more drop if I understood correctly.
    I'll use "arcade" version.
    1. Marmonator
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      The arcade version does not have tracers. The rounds are just so much slower than what a real bullet would be that you can literally see them mid flight.
  11. frostybrand
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    huh, more fun. it manually downloads, but my nexus mod manager is giving "cannot download" errors. wont unpack the zipped file either. unpacks manually into it's .esp no problem though. I'll have to test it and see that it works as intended, but... well thats an odd first for me. Now does this only work for new vegas vanilla weapons, or does it effect modded gear, such as TTW or new cali custom weapons? 5am and work in 6 hours so i probably need to pop off and check it later.
    1. Marmonator
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      Thanks for the info. I'll look into this and test if it downloads it correctly for me in MO2 as I don't use NMM anymore. To know if it's a NMM issue or the mod's archiving file itself.

      And yes, it works for modded weapons that use vanilla and DLC projectiles. This mod also has a CaliberX patch if you want to use those templates as a modded weapon's projectile.
    2. frostybrand
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      oooooo my terrible shotgun gonna be fun :3
    3. robot
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      They're packaged with wrong folder structure: Is *.rar\data\*.esp, should be *.rar\*.esp
    4. Marmonator
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      I see. I thought .esp files didn't get automatically sorted to data wihout that path. I'll update.
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