Dylan: Dylan Wreggelsworth writes:
-- [ Picked text/plain from multipart/alternative ] As far as debating the realism of such an aiming system goes, in the real world your weapon is independent of your head and moved by your arms. You do not run around with the weapon glued to your chin as other games would have you believe, at most you move with the gun held in a low ready position. When it comes to firing, yes with the weapon down or to the side you will not be able to hit anything well, just like real world... Further more especially when it comes to pistols the recoil phase causes serious gun movement independent of the body.
Guns 101: In the real world, for projectile firing weapons, your shot travels along a ballistic arc which begins within a very tight cone of where the barrel is actually pointed and the flightpath may be modified by the presense of wind and such-like. The length and shallowness of the arc is pretty much determined by muzzle velocity, which in turn is mostly determined by projectile mass and propellant charge. For any projectile weapon, there is a range within which the trajectory may be considered "flat" and for which the arc (bullet rise or drop) need not be compensated. Generally speaking, in FPS shooter games, we ignore this phenomena, but it can affect the sense of realism greatly. For instance, in Counter-Strike: Source, I see people routinely getting one shot headshot kills with 9mm pistols at ranges greater than 25 yards. This is ridiculous, because a 9mm pistol round has considerable muzzle drop beyond that range and must be compensated for by elevating the barrel and aiming with utmost care, which simple is not done under tactical conditions (people shooting at each other). "Aiming" is all about directing the weapon to make the projectile hit the target one intends. "Accuracy" is really all about how well one can make the weapon point at the target and keep it pointed at the target through a series of shots. "Recoil Control" is the ability to keep the weapon accurately aimed despite the recoil from successive shots. Weapons have "sights" on them so that the shooter can accurately aim them. To do this, one has to *look through the sights* and line them up with the target, aiming the barrel at it. This is the only means of *accurately aiming* - using the sighting system. In the real world, movement causes the weapon's aim point to bounce around. The more violent the movement, the worse the bouncing and the less accuracy is possible. Trained tactical shooters are taught various means of holding their weapons so as to enable accurate aiming *using the sights*, even whilst moving about (within limits), and how to control the recoil of the firing weapon, so as to keep their successive rounds on target. All methods of accurate aiming involve holding the weapon in such a way as to keep the aiming device and the operator's eyes lined up with the target or potential target. For accurate, aimed fire, one *must* treat the head and weapon as if it were a single locked together unit. But it is quite impossible to *run* and shoot with even a pretense of accuracy, and that's why tactical squads have to divide into two units that move around by having one unit provide accurate aimed covering fire, whilst the other unit advances or retreats to it's next protected firing position and then switching off to cover the first units movement. It is possible to spray fire in the general direction of an enemy position whilst running, but with no hope whatsoever of hitting the enemy. Your proposed "vectorized aiming" system does not reflect *reality* even remotely, yet you claim you want to do a "realistic" mod. Do whatever the hell you want - but don't insult people's intelligence by calling it "realistic", if that is not what you are going to do, ok? "Sneaky_Bastard!" Michael A. Hobson email: [EMAIL PROTECTED] yahoo IM: warrior_mike2001 ICQ IM: #2186709 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

