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Weapon Stats (Games : S.T.A.L.K.E.R. Shadow of Chernobyl : Mods : L.U.R.K. : Forum : Questions : Weapon Stats) Locked
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Mar 26 2011 Anchor

I have noticed that in THE GAME, weapon stats are rly messed up, for example, the PPSH according to the stats is the best weapon in THE GAME, and the Vintar BC is totally shit.

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Thanks, and be shore to reply to this thread if you can.

Mar 30 2011 Anchor

I noticed the inconsistencies as well, and the recoil for most of the assault rifles was just wrong. It's actually funny to see a person attempt to replicate weapon physics in game, when it's obvious they have no idea how the real firearm handles.
I own both a WASR-10 (Romanian AK-47 clone) and a Bushmaster M4 A3 (among various other guns) and have fired both on full auto with the help of a bumpfire trigger. Needless to say while it is hard to accurately control prolonged automatic fire, it's no where near as jumpy as depicted in this mod. Most modern assault rifles have specially designed muzzle-breaks intended to vent the escaping gas in a way that stops the barrel from climbing. In fact, the AKM and my WASR had a canted muzzle break that would actually force the front of the rifle down if fired too fast. Oh, and the M4 has such little recoil it's not even worth mentioning.

After hours of messing around with the values in the weapons directory, I think I've found a fairly accurate system for realistic weapon balancing and recoil control. Most of this is based of the caliber, the length of the barrel, the stock (and other ergonomics), and the overall quality of the weapon design (ie. a rifle made by H&K has better overall recoil-control and accuracy than the cheap Soviet era crap spewed out by Russia).

In the "gamedata/config/weapons" folder, select the weapon you want to edit. For me I have to either copy/paste the file to desktop and move it back later, or run notepad as administrator for these changes to actually be saved. Now first, for the damage and dispersion values, scroll down to where it says ";-----Ballistics, Handling & Accuracy-----; " under here you should see "hit_power " and further down "fire_dispersion_base ". This is your damage and base accuracy. I had to completely change these values for most of the weapons, they just seemed off. Note: if you change the weapon and the ammo stats too much it will really throw of the balancing (I just did weapons). Now, if you go further down you get to these lines:
cam_relax_speed =
cam_relax_speed_ai =
cam_dispersion =
cam_step_angle_horz =
cam_dispersion_inc =
cam_dispertion_frac =
cam_max_angle =
cam_max_angle_horz =

This is the recoil control area, which affects the jumping of the camera to simulate recoil. Basically, all you need to know is "cam_relax_speed" has to do with how fast your weapon recovers from recoil, but really on makes a difference with semi-fire only. You'll notice the AI's default cam_relax is 360, this is one of the reasons why they are so ungodly accurate. "cam_max_angle" and "cam_max_angle_horz" control how far the camera can actually shift during recoil (assuming to don't move the mouse while firing), they have it set to 180 degrees as default, which means you can actually recoil yourself to look strait up really fast. This is stupid and pointless, so I adjusted those numbers close to what OL has. Now, dispersion, step_angle_horz, dispersion_inc, and dispertion_frac all have to do with how much the gun moves every shot and where it moves. Not knowing exactly which did what, I just futzed around for many hours until I found a good combination. I'm using cam_dispersion as a changing value for the different recoil weapons have, and the other 3 are basically multipliers that stay the same.
To give you a rough description of my value range here is my values for 3 very common weapons in 3 very different calibers:

;AK47;
hit_power = 1.10
fire_dispersion_base = 0.65
cam_relax_speed = 12.5
cam_relax_speed_ai = 25
cam_dispersion = 2.5
cam_step_angle_horz = 1.0
cam_dispersion_inc = 0.075
cam_dispertion_frac = .75
cam_max_angle = 15.0
cam_max_angle_horz = 30.0

;M16A3;
hit_power = 1.00
fire_dispersion_base = 0.35
cam_relax_speed = 20
cam_relax_speed_ai = 40
cam_dispersion = 1.25
cam_step_angle_horz = 1.0
cam_dispersion_inc = 0.075
cam_dispertion_frac = .75
cam_max_angle = 10.0
cam_max_angle_horz = 20.0

;MP-5a2;
hit_power = .85
fire_dispersion_base = 0.70
cam_relax_speed = 27.5
cam_relax_speed_ai = 55
cam_dispersion = .75
cam_step_angle_horz = 1.0
cam_dispersion_inc = .075
cam_dispertion_frac = .75
cam_max_angle = 7.5
cam_max_angle_horz = 15.0

I took things into account such as: barrel length, cycling-system, ergonomics, gun weight, even full-stock vs folding/collapsing stock. While alot of these differences are opinionated, you can see that the values change in very tiny amounts, but it makes all the difference in the world. With the AK's hit power it will drop a bandit with 2-3 shots in the chest, which is pretty realistic (to bring them down instantly!). With the dispersion rates, the M4 has almost half the dispersion as the AK, which means at roughly 50 yards, the M4's grouping would be about half the size as the AK's (also realistic based on my experience with both). Now as far as weapons of the same calibers go, I'm tired of seeing something like the M-4 doing 3/4 the damage as a G-36. They're the same freakin' caliber, the same bullet! Some guns achieve different muzzle-velocities because of minor things like longer barrels or crap like direct-impingement vs. gas-piston, but that doesn't mean the bullet's going to do more damage in the long run (at least not noticeably). With that in mind, it helps to just keep the hit_power relatively the same for same-caliber weapons (if you have to, just change it by .02 or something). I didn't really mess with any of the other numbers, except for the Deagle I made the "hit_impulse = 100" and the "control_inertia_factor = 5" in the hopes it would send bodies flying back 20 feet (lol). There were some minor discrepancies with some of the ammo stats, but I wouldn't worry about it.

So this system seems to be fairly accurate to me, and it made the recoil much more realistic, but not Cowadooty easy. If you have any questions/opinions I'd be happy to hear them.

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