Dylan:

Dylan Wreggelsworth writes:

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[ 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



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