About this mod
Adds new and realistic internal as well as external ballistics to the game. Drag, bullet drop, wind deflection, varying muzzle velocity and damage depending on cartridge, barrel length and temperature are now a thing.
- Requirements
- Permissions and credits
- Changelogs
BallistX is a mod that adds a ballistic trajectory to most projectiles by actually following real ballistic models. That means that unlike other ballistics mods, which only possess static velocity and basic bullet drop for projectiles, projectiles in BallistX will in fact loose velocity over time due to drag and get deflected by wind!
Additionally, BallistX has a damage drop system which is proportional to the velocity. Worth noting is the extensive research went into finding credible values for each ammo type that will influnce the projectile's muzzle velocity and behavior during flight, first of which will also be decided by barrel length and can be easily customized.
It also comes with a plethora of new and optional calibers, each with unique load data and attributes!
Installation
You need the latest version of xNVSE, JIP LN NVSE and SUP NVSE. You can install the mod by dropping the main files into the data folder
or by using a mod manager. The load order should look similar to this:
Fallout New Vegas
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
Ambient Temperature.esm
BallistX.esp
...
BallistXAmmo.esp
...
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
Ambient Temperature.esm
BallistX.esp
...
BallistXAmmo.esp
BallistXAmmoTTW.esp
...
Core Features
Custom Cartridge Load Data
Projectiles have unique attributes based upon:
- Drag function (supported models: G1, G2, G5, G6, G7, G8 and 9/16“ sphere)
- Ballistic coefficient
- Mass
- Diameter
- Maximum theoretical muzzle velocity
- Pressure peak distance
- Barrel length
- Temperature
- Maximum base damage of the projectile
- Range
- Velocity (~range)
- Ammo specific attributes
- Target damage threshold and resistance
Custom Weapon Data
Each weapon has the following attributes
- Barrel length
- Zeroing
- Precision
Bullet Trajectory
External factors are:
- Altitude
- Air pressure (~altitude)
- Temperature
- Humidity
- Air density (all of the above combined)
- Custom Cartridge Load Data
- Velocity
- Drag
- Wind
- Gravity
- Inclination
FAQ
Does this mod affect my performance?
On my notebook, I have counted 40-60 bullets in the air before the framerate looses about 8-12 fps and 300+ projectiles before the framerate absolutely tanks. Otherwise there aren't any significant framerate drops, even in intense firefights, especially when you have stable 60 FPS to begin with.
How do you measure those stats?
For the future
May be added
A Modern Ambient Temperature patchAdded in 2.1The .32 NAA (this is the closest thing I could find resembling the shape ofthe ingame icon for the .32) or .32 ACP (because this isactually a common cartridge) addition for TTW usersAdded in 2.2Muzzle velocity change with temperatureAdded in 2.1- Key bindings and UI for turret elevation/windage
- New ammo types and calibers
- Compatability paches with other mods that alters ballistics or adds ammo
- A more realistic model (like adding spin drift or the Coriolis+Eötvös effect, etc.) as a massive decrease in performance is unjustified for just 1% higher precision when it comes to realism
Adjusted spread settings for weapons to be more accurateAdded in 5.0- Custom projectile/cartridge models
Mods I recommend to improve ballistic weaponry
- JSRS Sound Mod 2.0 for Fallout New Vegas by MesserAR - Adds excellent gun sounds from the JSRS Arma mod to vanilla and modded weapons
- Bullet Snap Redux - Espless by LowbeeBob - Exchanges the underwhelming vanilla impact sounds with crisp bullet cracks
- B42 Optics - ESPless by Xilandro - Self explanatory but also has some additional usages (see Real Reticles for B42 Optics)
- Immersive Recoil 2.0 by xax34hah - For gunplay reasons and also because it's customizable with recoil data provided by BallistX
Known issues
Here is a list of known issues I and others have encountered
This mod will conflict with every other mod that touches ammo and its
corresponding projectiles. Make sure that there are no conflicts in this
area, especially if it touches vanilla rifle/handgun projectiles, as it
will most definitely break the physics.
Visual Bugs
Projectiles won't visually align with the trajectory. "Bullets point up when
shooting east, North when shooting north, down - west, south -
south. Effect is halved at 0.5 timescale and unnoticeable at 0.01"
(thanks for clarifying Robert17). No big deal, it just looks weird in slow motion but is barely
noticeable if any during normal gameplay. The hitbox for the projectile
thus may change but all projectiles are too small than to have any
noticeable effect.
Animation Bugs
If you are using an weapon animation mod that includes recoil animation and the
weapon kicks off within 0 - 64ms after the trigger has been pulled, you
will not hit what you've aimed for. Most animation mods are fine but
there are exceptions like the STG 44's custom animation or Asurah's Reanimation Pack pump-action animation. Slowing down time (sgtm) or using a scope will eliminate this issue.
VATS
Projectiles in VATS will move with the highest achievable velocity. E.g. the
velocity for the M855 in a 20" long barrel will be about 948 m/s but in
VATS, it will be 1133 m/s, regardless of barrel length. The damage done
in VATS will be determined by the weapon and not the projectile. The
ammo modifiers are still taken into account however wich will lead to
some horrible balancing for most weapons in VATS. TLDR: This mod is poorly optimised for VATS (for now!).
Perks
It’s safe to use damage/ammo related perks such as like “Cowboy“ or “Shotgun
Surgeon“ though I don’t recommend using any of such perks as these
perks seriously mess up the balancing i.e. make some ammo types
unreasonably overpowered when compared to others, even more so than in
vanilla as the balancing in BallistX is much more nuanced and carefully
weighed.
Performance
High intensity gun battles and shotgun shells with a high pellet count can severely reduce the
framerate on slower machines. If you have a good PC, your framerate is
barely affected so you don't need to worry about it.
Projectiles may "stuck" in the air (thanks MesserAR for bringing this up) which can be provoked by excessively tap-firing.
Do not touch the projectiles as it may destroy your framerate and
generally weird things happen. Instead, (quick)save and load. If that
doesn't fix the problem, try to fast travel or go
in-/outdoors.