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Member Back to Top Post by probaddie on Voice from the Basement said: Seems like LMGs gain ViewKick reduction if crouched or prone. LSAT's and M27-IAR's (with Foregrip both) recoil is nearly non-existent while shooting prone, and it makes me think the reduction is actually big. As for MRs, I see no difference between the stances (using Burst Fire MR-28 without default scope but with Focus for the best result).



I agree with you on the MRs. I tested the MR-28, and I think my first trial with the MR-28 while prone had more recoil than the control trial I did while standing.



As for LMGs: do these plots match what you experienced?







I used the same reductions that were used from Modern Warfare 3 in those plots, and they seem reasonable to me. I'm certain the reductions for Sniper Rifles are different, but I think I found a way to test and measure the difference.



The Lynx has a minMagnitude of 100. (Marvel4 decided not to include this number in his chart.) This means that the total magnitude of any kick is guaranteed to be at least 100. By magnitude, I mean the overall speed of the kick, i.e. Sqrt[yawVelocity^2 + pitchVelocity^2]. But because the Lynx at most can have Sqrt[50^2 + 50^2] = 70.71 deg/s of velocity without the minMagnitude taking effect, we must always get a kick whose magnitude is equal to 100. Stance must affect this number; if it did not, then the Lynx would always have its kick magnitude bumped up to 100 and would receive no stance benefit at all.



With this in mind, we can measure the magnitude of the kicks received by the Lynx while crouching and prone and compare the results to the base value of 100:



Standing (Control)







Data:



Resolution: 1024 x 768 px

FoV (Scope): 15 deg

Framerate: 60 fps (0.01667s per frame)

Yaw Deflection (1 frame): 73 px

Pitch Deflection (1 frame): 85 px



Calcualtion:



Using basic trigonometry, we have that







where d is the "distance" from the wall and y is the yaw deflection (in degrees). Solving for d and rearranging, we get







which gives an angular velocity of 1.075 deg/0.01667s = 64.35 deg/s.



Similarly, the pitch velocity can be measured to be 75.11 deg/s. This gives a total magnitude of Sqrt[(64.35 deg/s)^2 + (75.11 deg/s)^2] = 98.90 deg/s, a relative error of 1.1%.



Crouching







Using those numbers and the same method as above, we arrive at yaw and pitch velocities of 43.30 deg/s and 63.63 deg/s, respectively. These give a total magnitude of 76.96 deg/s; this suggests a multiplier of 0.75 (-25% reduction) is in effect. (I also did a trial where I obtained a magnitude of ~74 deg/s.)



Prone







Using those numbers and the same method as above, we arrive at yaw and pitch velocities of 30.05 deg/s and 45.07 deg/s, respectively. These give a total magnitude of 54.16 deg/s; this suggests a multiplier of 0.55 (-45% reduction) is in effect.



I plotted the Lynx assuming those reductions and can't see any obvious error:









I know these are rough estimates at best, but I think it's probably all we can really hope for at this point. If anyone sees a clear error in anything I've done please speak up.









I agree with you on the MRs. I tested the MR-28, and I think my first trial with the MR-28 while prone had more recoil than the control trial I did while standing.As for LMGs: do these plots match what you experienced?I used the same reductions that were used fromin those plots, and they seem reasonable to me. I'm certain the reductions for Sniper Rifles are different, but I think I found a way to test and measure the difference.The Lynx has a minMagnitude of 100. (Marvel4 decided not to include this number in his chart.) This means that the total magnitude of any kick is guaranteed to be at least 100. By magnitude, I mean the overall speed of the kick, i.e. Sqrt[yawVelocity^2 + pitchVelocity^2]. But because the Lynx at most can have Sqrt[50^2 + 50^2] = 70.71 deg/s of velocity without the minMagnitude taking effect, we must always get a kick whose magnitude isto 100. Stanceaffect this number; if it did not, then the Lynx would always have its kick magnitude bumped up to 100 and would receive no stance benefit at all.With this in mind, we can measure the magnitude of the kicks received by the Lynx while crouching and prone and compare the results to the base value of 100:Data:Resolution: 1024 x 768 pxFoV (Scope): 15 degFramerate: 60 fps (0.01667s per frame)Yaw Deflection (1 frame): 73 pxPitch Deflection (1 frame): 85 pxCalcualtion:Using basic trigonometry, we have thatwhereis the "distance" from the wall andis the yaw deflection (in degrees). Solving forand rearranging, we getwhich gives an angular velocity of 1.075 deg/0.01667s = 64.35 deg/s.Similarly, the pitch velocity can be measured to be 75.11 deg/s. This gives a total magnitude of Sqrt[(64.35 deg/s)^2 + (75.11 deg/s)^2] = 98.90 deg/s, a relative error of 1.1%.Using those numbers and the same method as above, we arrive at yaw and pitch velocities of 43.30 deg/s and 63.63 deg/s, respectively. These give a total magnitude of 76.96 deg/s; this suggests a multiplier of 0.75 (-25% reduction) is in effect. (I also did a trial where I obtained a magnitude of ~74 deg/s.)Using those numbers and the same method as above, we arrive at yaw and pitch velocities of 30.05 deg/s and 45.07 deg/s, respectively. These give a total magnitude of 54.16 deg/s; this suggests a multiplier of 0.55 (-45% reduction) is in effect.I plotted the Lynx assuming those reductions and can't see any obvious error:I know these are rough estimates at best, but I think it's probably all we can really hope for at this point. If anyone sees a clear error in anything I've done please speak up.

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Member Back to Top Post by Voice from the Basement on probaddie said:







I used the same reductions that were used from Modern Warfare 3 in those plots, and they seem reasonable to me. I'm certain the reductions for Sniper Rifles are different, but I think I found a way to test and measure the difference. As for LMGs: do these plots match what you experienced?I used the same reductions that were used fromin those plots, and they seem reasonable to me. I'm certain the reductions for Sniper Rifles are different, but I think I found a way to test and measure the difference.

For 15 round bursts they seem true. Although I meant the "kick" itself seems to be visually lower – maybe that's the deceiving of my eyes because of high Recenterspeed.

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Member Back to Top Post by probaddie on Voice from the Basement said: probaddie said:







I used the same reductions that were used from Modern Warfare 3 in those plots, and they seem reasonable to me. I'm certain the reductions for Sniper Rifles are different, but I think I found a way to test and measure the difference. As for LMGs: do these plots match what you experienced?I used the same reductions that were used fromin those plots, and they seem reasonable to me. I'm certain the reductions for Sniper Rifles are different, but I think I found a way to test and measure the difference.

For 15 round bursts they seem true. Although I meant the "kick" itself seems to be visually lower – maybe that's the deceiving of my eyes because of high Recenterspeed.



Well, we already knew that Modern Warfare 3 had stance modifiers that reduced ViewKick and GunKick, so that's probably what you're percieving.



I think I'm going to go ahead with requests tomorrow assuming that Ghosts' LMGs get the same reduction as LMGs did in Modern Warfare 3 (-10% and -40% crouching and prone, respectively) and use these new ones I calculated for the Sniper Rifles (-25% and -45% crouching and prone, respectively). Please post them here; a request posted in a sub-thread may get overlooked.

Well, we already knew thathad stance modifiers that reduced ViewKick and GunKick, so that's probably what you're percieving.I think I'm going to go ahead with requests tomorrow assuming that' LMGs get the same reduction as LMGs did in(-10% and -40% crouching and prone, respectively) and use these new ones I calculated for the Sniper Rifles (-25% and -45% crouching and prone, respectively). Please post them here; a request posted in a sub-thread may get overlooked.

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Member Back to Top Post by probaddie on Dumien said:



many thanks. so you mention it as the bulldog. I knew it made the same sound...and I always compare it to the bulldog... but what is your reason for calling it that?



You'll have to ask Marvel4 - that's what he called it in his spreadsheet. I'm not exactly sure why it would be called that either, though I'm sure the sound being the same isn't a coincidence.

You'll have to ask Marvel4 - that's what he called it in his spreadsheet. I'm not exactly sure why it would be called that either, though I'm sure the sound being the same isn't a coincidence.