You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
At the moment ACF will just calculate the reload time based on the mass of the whole projectile for non-magazine based weaponry. On top of the fact this can be easily, and is currently being, exploited once you figure out the basic logic behind it, it really doesn't add any risks to unoptimal ammo placement to which a real loader would struggle or even not be able to reach.
At the time we changed the way reload mechanic works, we decided to do some real life tests based on us moving a 1kg object horizontally from A to B and measuring the time it'd take us to do this movement, which was later used as the ACF.MassToTime variable. The problem with this is that it doesn't take into account how the direction at which you're moving the object also affects the strenght and challenge to do so:
Moving something up is much harder than moving it down.
Having to align an object instead of just ramming it into a chamber can be exponentially difficult as mass increases.
On a tecnical aspect, it'd be important to consider the crate could be hidden away from the vehicle at all times so some kind of position averaging could be needed to surpass this. I also mentioned @Stooberton how this mechanic could be coupled with the fact we know, at least visually, where each round is stored inside an ammo crate so this relative position could be used instead of the world position of the ammo crate itself. It could also be handful to add a way for people to know their reload times visually with some kind of debug trace, similar to how ammo is seen on an ammo crate.
Introducing this would not only help us make people consider more realistic approaches to their vehicle designs but also tackle down unwanted practices that are only meant for achieving an unfair advantage in combat.
The text was updated successfully, but these errors were encountered:
Short Description
At the moment ACF will just calculate the reload time based on the mass of the whole projectile for non-magazine based weaponry. On top of the fact this can be easily, and is currently being, exploited once you figure out the basic logic behind it, it really doesn't add any risks to unoptimal ammo placement to which a real loader would struggle or even not be able to reach.
At the time we changed the way reload mechanic works, we decided to do some real life tests based on us moving a 1kg object horizontally from A to B and measuring the time it'd take us to do this movement, which was later used as the
ACF.MassToTime
variable. The problem with this is that it doesn't take into account how the direction at which you're moving the object also affects the strenght and challenge to do so:On a tecnical aspect, it'd be important to consider the crate could be hidden away from the vehicle at all times so some kind of position averaging could be needed to surpass this. I also mentioned @Stooberton how this mechanic could be coupled with the fact we know, at least visually, where each round is stored inside an ammo crate so this relative position could be used instead of the world position of the ammo crate itself. It could also be handful to add a way for people to know their reload times visually with some kind of debug trace, similar to how ammo is seen on an ammo crate.
Introducing this would not only help us make people consider more realistic approaches to their vehicle designs but also tackle down unwanted practices that are only meant for achieving an unfair advantage in combat.
The text was updated successfully, but these errors were encountered: