[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Bullet damage

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 25
Thread images: 6

File: chocolate bars.jpg (979KB, 3795x1600px) Image search: [Google]
chocolate bars.jpg
979KB, 3795x1600px
hey /k/,
for starters, i know nothing about ballistics

i'm working on an fps game and i'm trying to make the gun damages as accurate as possible

so, is there a formula to determine how much damage a bullet will do?
i was going to work with (Energy * Bullet mass)
is there a better solution or is my formula accurate enough?

pls help
your sincerely, /vg/.
>>
>>33442646
A system of hit probability and being incapacitated by limb/lower torso hits would be more accurate.

>get hit in chest with anything(excluding shot at certain ranges)
Dead
>get hit in the legs/arms/lower torso
In intense pain stopping the bleeding and unable to move or return fire

And good luck with what you are doing. I've never seen one of these damn threads result in a game yet.
>>
>>33442646
https://en.m.wikipedia.org/wiki/Muzzle_energy
>>
>>33442646
That should be basic enough for a non turbo-autistic game. Though if you want to expand the system, you should go to the receiving end and factor in compartmentalized damage (limbs, vitals) and levels of protection. Past that, barrel lengths matter in how well a round performs. There is comprehensive data on bullet ballistics easily available

Also if you are dealing with distances of hundreds of yards, factor in effective ranges.
>>
>>33442646
i made a mod for zdoom back around 2010 or so, there was a calculator i found on the web somewhere that spat out all kinds of numbers that i used. i learned really quickly that what you are trying to accomplish is a feat of impossibility due to all the factors involved, but you can get a setup really easily that makes the gunplay feel solid.

in the end though i went with a system more like halo where each faction has a set of weapons that are balanced among themselves and then each set of weapons is balanced against the other sets.

https://billstclair.com/energy.html
link related: the calculator.
>>
>>33442661
>A system of hit probability and being incapacitated by limb/lower torso hits would be more accurate.
What about all these videos on liveleak of people getting riddled with handgun rounds and dying only after awhile instead of instantly?
>>
>>33442689
Run with that kind of system and a timer for when the N/PC will go down.

Just because 5 rounds went into a guy and he kept moving doesn't mean that putting two in him would leave him walking around the next day.
>>
>>33442710
holy shit thats a good idea.
and more hits makes the timer run out faster.
>>
File: IMG_8542.jpg (154KB, 800x495px) Image search: [Google]
IMG_8542.jpg
154KB, 800x495px
On a scale of 0-100, with 100 being 40mm one-hit-kill:

Pistols/SMGs/PCCs
>9mm - 20 dmg, close-mid range
>.40 - 25 dmg, close range
>.45 - 30 dmg, close range (low capacity)
>10mm - 32 dmg, mid range (high recoil)
>.357 - 32 dmg, mid range
>.44 - 38 dmg, close-mid range

Rifles & Carbines
>5.56mm - 20 dmg, mid range
>6.5mm G. - 25 dmg, mid-long range
>7.62x39mm - 30 dmg, mid range
>.308/7.62x51mm - 40 dmg, long range (low capacity, high recoil)
>.30-06 - 45 dmg, long range
>.50 BMG - 85 dmg, long range
>.950 JDJ - 666 dmg, space range

Hope this helps a little bit. This is the basis for how I mod my game in Fallout: New Vegas, I just add a little extra range to the weapons with longer than average barrels (like an MP5 vs. a Glock 19) and it balances very well.
>>
>>33442752
Hasn't heard of 7.62x25.
Do you even shoot bro?
>>
>>33442661
>>33442665
>>33442671
>>33442677
What about energy * bullet size (diameter) ? wouldn't that work better since bigger bullet = bigger hole ?
>>
>>33444159
I would use: kinetic energy * sqrt(diameter) - armor strength with a minimum damage of 10% unarmored.

Also, please don't have sprinting or inaccurate hipfire. That's console tier fps design.
>>
>>33444159
Most important: Don't create an enemy that takes more than 30 rounds to put down, unless you can very well justify it to the player.

A bomb suit, a crude suit of armor, a patchwork build of armor, these do NOT justify bullet sponges. I know many people who have quit bullet sponge shooters like The Division or to a lesser extent destiny, because it takes a ludicrous number of rounds to kill anything.

Bullet sponge design is lazy, breaks immersion, and is fundamentally anti-fun.
>>
>>33442646
Not specific to damage but for all of it's faults I enjoy the way Bohemia (arma, etc) does ballistics in general... considers bullet drop, wind, weapon sway, caliber, temp, ADS/hip, etc.
>>
>>33443257
>tokarev
>>
>>33442665
Perfecto
>>
Use ft-lbs of energy as a base, Ft-Lbs energy equals bullet wt (grains) divided by 7000 x velocity (fps) at impact squared. Use a muzzle velocity table and the distance to target to estimate down the velocity.
>>
>>33449146
but kinetic energy is 1/2 mv^2
>>
File: wasted time probably.png (17KB, 750x432px) Image search: [Google]
wasted time probably.png
17KB, 750x432px
>>33442752

762x39 has 4X the energy as a 9mm Anon.

>>33442646


OP, the timer and energy ideas are great but energy is already calculated using mass.

I've thought long about how to mod realistic damage into Arma and I figure the most realistic yet doable method would be

>Assume all rounds are FMJ for simplicity
>use excel graph
damage at muzzle = bullet diameter*energy
damage at 300 meters = bullet diameter*energy*ballisitc coefficient

>find slope equation of these points called "damage over distance" so that you're using (damage over distance)*(distance) as actual caliber damage
>body damage that is <700 is ignored
>head damage that is <250 is ignored
>body armor damage that is <6000 is ignored
>striking pistol rated body armor damage = diameter*energy*(ballistic coefficient/2)*damage over distance formula*distance

The armor equation essentially turns range into penetration. In real life a slim yet heavy bullet (weight caused by length) not only will retain energy better but will penetrate armor better.

For example

45 auto in metric is 11.43, normally it has an energy of 500 joules, normally it has a ballistic coefficient of .12 so

11.43*500=5715 damage at muzzle
11.43*500*0.12=685 damage at 300 meters

5.56X45mm has a diameter of 5.56, a normal energy of 1700, a normal ballistic coefficient of 0.3

5.56*1700= 9452 damage at muzzle
5.56*1700*0.3= 2835 at 300 meters

Back to the addition of bleeding, that's a fantastic idea, a % of the damage every second for a random 2-10 seconds normally resulting in death from anything rifle caliber would be great. Also, since it'd be too hard to map all the vitals of the human body, make damage plus or minus 20% at random from whatever your damage calculated is.
>>
>>33451022

Please dont make bullet sponges OP. Or if you do, make a simulation damage mode.

1 shot at point blank from 5.56X45 should kill a man dead within a second pretty much every time.
>>
File: 136.gif (3MB, 400x225px) Image search: [Google]
136.gif
3MB, 400x225px
>>33442752
>9mm 20 dmg
>5.56 20 dmg
>>
>>33442661
>>33442661
you have you just didnt know it. lots of us work for activision and EA and similar large companies and as programmers we dont know much about guns so we do research online
>>
File: 1490132708339.jpg (67KB, 1000x667px) Image search: [Google]
1490132708339.jpg
67KB, 1000x667px
>>33451022

I like this, but 7.62X39 (that's AK47/ AKM [use akm model and name in game not AK47, you can research why it's more realistic] / SKS ammo OP) has closer to 5.5 times the energy of a 9mm.

Also, this wouldn't take into account hydrostatic shock which is a chance thing that begins at 2600 fps and becomes more likely with higher velocity. If you want to OP, you can get it in your game using the ballisitc coefficient and speed fairly well. Don't forget barrel length affects velocity/energy of the same caliber gun.

Your key words are diameter, energy, velocity, and ballisitc coefficient. Study up, known charts are most useful. It's physics, pretty interesting stuff. If you have to this post is a good minimum.
>>
File: 1480799997365.jpg (25KB, 480x480px) Image search: [Google]
1480799997365.jpg
25KB, 480x480px
>>33451238
>>33442646
It's not the end all of terminal ballistics, but look into ballistics charts using foot lbs as a general idea. The downside to this is that many factors that would be taken into account into the real world based on caliber will not matter in the majority of video games, where shooting takes place at less than 50 meters and velocity, drop, barrel length, and other things like energy differences at the muzzle vs energy at 500 yards and differences in various people's body physiology will be irrelevant.
>>
>>33451238

If you're for real, and it's for a game I like, I'll write you the best damned essay on ballistics and explaining formulas you'll get and I'll explain it in terms you can understand
Thread posts: 25
Thread images: 6


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.