Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

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Real life muzzle velocities and bullet weights from BBTI and wikipedia.(UPDATED to 1.1v)

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Ballistics addon for AO3 call of chernobyl
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ihavaskitnaem
ihavaskitnaem - - 29 comments

Works for CoTZ Arsenal overhaul?

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Should work.My changes are just numbers tweaked to mimic the math of ballistics.Just config folder changes.Recoil,weapon degradation,hit power,piercing.Make backup incase it conflicts with something.Haven't tried CoTZ AO myself,can you please answer me if it has the same number of weapon files as normal AO3,if it does then it would run everything fine and if it doesn't then i should post a patch for it.

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MoN0L!ght
MoN0L!ght - - 136 comments

definitely gotta try it out then, thanks!

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Guest
Guest - - 689,317 comments

Hello! I`ve checked the CoTZ AO3 and it has two more guns in it`s config files (not counting the bolt): m79 (grenade launcher) and SCAR-l (5.56).

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MoN0L!ght
MoN0L!ght - - 136 comments

and also groza tactical (inside w_groza.ltx)

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MoN0L!ght
MoN0L!ght - - 136 comments

another one: LR680 (hidden inside w_lr300.ltx)

Will you work on that patch in the near future? I'd like to use these weapons too and their default handling is terrible, I much prefer yours

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Guest
Guest - - 689,317 comments

LR680 is in place, you did something wrong. I think that the patch will not be enough, a separate version will be required, since the CoTZ version of AO3 not only has more weapons, in addition to the standard ones, but also
many new types of optical sights for almost every weapon available.

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Cyanmint
Cyanmint - - 89 comments

Can you make one for STCoP?

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

It is easy to alter the config files for stcop but i don't have any free time now,meanwhile check out SoC better combat addon i posted yesterday.

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MoN0L!ght
MoN0L!ght - - 136 comments

Do weapon statistics after hovering cursor over them take ammo into account? I mean, if weapons use different ammo, then the one with more powerful cartridge can be stronger than one using a weaker one despite their stats stating otherwise? Because vintorez has dreadful stats and it also seems weaker than AK74 camo (and maybe it is and if that's the case - why? It should have good penetration, it uses really heavy ammo to compensate for slower speed, am I wrong?)

Second thing, I've merged it with Mahzra's centered and aligned patch ( Moddb.com ) but I'm not sure if I've changed all lines that were needed (and of course some weapons are missing as stated a few comments above). Is there a chance for a compatibility patch merging your mod with his?

EDIT: and Colt M1911A1 SK3 chambered in .45 ACP has lower damage than Walther P99 in 9x19 FMJ, is that really correct? Or maybe I've merged something wrong or these stats actually don't cover ammo and there's no point in comparing weapons using different calibers this way, I don't know how it works

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Mainly what the stats in the hud for the weapon suggestion shows is weapon damage from weapon files.And val/vss damage seems laughable but it is the speed of the bullet.So typical 9x39 travels around 300 m/s (similar to 9x18) velocity but it's weight in grains is way higher (250 grains) so 2.5x damage and high ap stats inherited from the ammo folder.9x19 is a little bit faster but lacks knock down power and ap.

Edit:
I have changed the fov of ironsights because ao3 had different fov for every weapon,felt a little bit cheap,so i made it fixed 55 fov ironsights on all weapons.Slightly bigger zoom like in battlefield.Maybe install centered and aligned first then the ballistics mod.Idk about sights what bothers me most is the crooked acog scope in ao3.M16A4 has great acog but i don't know how to change the models.

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MoN0L!ght
MoN0L!ght - - 136 comments

You see I can't install one and then another because you both changed the whole "weapons" folder. Your mods have to be merged to work, I'm just not entirely sure which lines were changed by him regarding alignement and which ones by you to change cam movement, damage etc. I've chosen lines that I think correspond to things I wanted to keep from both mods, but that's the thing, I've done what I think would be correct, not what necessarily is. All seems to work, but maybe my weapons behave weird and I just don't know and assume it's normal.

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Guest
Guest - - 689,317 comments

Im not doing very well with this mod, im using 5.56 ammo and Styr Aug, i emptied one whole clip into the monolith he is still not dead, he was wearing scientific suit, am i doing something wrong, and my pistol is stronger than my Aug, im using Wildcat with 10mm bullets, the mod is great i like how you extended travel distance for rpg rocket, and made the player see the npcs from afar, its realy nice but pls help me with this

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

You are probably shooting important storyline character they have much more health than usual.

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HasaNSeckatI
HasaNSeckatI - - 52 comments

and one more question, when you extract the file and all that there is gamedata folder and folder with name balistics for ao3 and inside it another gamedata folder, i put only one gamedata in CoC an that was the one from extracted file not from Balistics for Ao3 folder, do you need to put 2 of them or just 1 myb thats the problem

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Hello!Copy and paste gamedata folder it contains weapons folder and alife itx folder.Im sorry but somehow when i compressed the document it duplicated the gamedata folder,it is the same thing.Sidenote:if you experience lag especialy on very old machine (babushka's pc) just open the itx alife folder edit switch distance from 550 meters to 150 (coc vanilla value) it is the distance at which you can see npcs 550 meters makes up for very fun sniping moments but may cause lag.

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HasaNSeckatI
HasaNSeckatI - - 52 comments

the guest post was mine before i made an acc

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Guest
Guest - - 689,317 comments

Hello zyzzzyzzlgd47! Are you planning to make a CoTZ version of this mod?

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

After my finals are over ill start working on CoTZ version,expect anomaly version in late december.

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SpcDan
SpcDan - - 228 comments

Looking forward the CotZ port!

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MoN0L!ght
MoN0L!ght - - 136 comments

I did some actual testing and umm...

I used different armor piercing calibers to shoot the same guy's back and consistently killed him in:

- 2 shots with 7.62x51 M993,
- 3 shots with either 7.62x39 BP, 5.56x45 M995 and 5.45x39 BP,
- 5 shots with 9x39 SP-6 (!).

I didn't take into account different weapons' stats, because they don't differ much between weapons chambered in the same caliber, however it looks like it actually matches their stats from descriptions, 9x39 gun had the lowest damage, 3-shot ones were similar to each other and 7x62x51 one was superior to the rest. Looks like these stats actually take ammo into account, but maybe that's just how you tried to compensate because you changed ammo stats and lowered stats of weapons that use more powerful ammo and it just coincidentally matches.

Anyway, 9x39 is awful, worst gun ammo as of right now, at least in my game, so I have a request - please, check how many shots it takes in your game, maybe I've merged something wrong or I've missed something. Tell me if I've made a mistake or please buff 9x39.

And slugs are useless, unless if, idk, somebody wants to snipe with a shotgun. In other scenarios buck is vastly superior, killing the same guy with one shot. That's why I've made shotgun ammo cost something like common rifle calibers, it has always bothered me that such a powerful ammo is so cheap, especially because you don't have to use anyhting else in labs filled with monolith as they're tight and every shot is from up close.

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Slugs are calibrated to be one ounce and in grains that is 437 so k_hit would be 4.3 which is huge.Idk why but slugs always work better in anomaly,maybe double the slug k_hit because they do deform in soft tissue acting like soft point.
If you want more powerful 9x39 open the config file and locate 9x39 sp 5 and sp6 change k_hit to double it's value,i don't have CoC anymnore,needed space for misery mod and taz.No offense but 9x39 is wimpy slow round with kinetic energy lesser than 357 magnum from snub nose revolver.Do headhots with 9x39 they are designed to penetrate armor better than 9x19 headshot.Either double the k_ap value or k_hit,i entered the values i found on wikipedia for 9x39.I can edit the folder no problem but don't have the game to test it and i don't want to mess things up.9x39 worked great for me up to exoskeleton which i believe you need more than 650 Joules to tackle it.If anyone has more trouble with killing enemies with 9x39 leave a comment.

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MoN0L!ght
MoN0L!ght - - 136 comments

That's some useful info, thanks for answering!

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Np,i couldn't find correct weight for 00 buckshot and instead of 8 pellets,i made it shoot 15,somewhat like no 4 buckshot.Maybe reduce the number of pellets the value is called "buckshot=" every weapon has that value and it is set to 1,so if you set it to 2 on 5.56 you can make m4 and other nato weapons shoot 2 bullets at a time.Just dont touch the projectile called zhekan-hely(slug variant) leave it is known in the modding comunity to cause crashes.The slug in weapons itx ammo file is called zhekan.Buckshot was very weak with 8 pellets.And the reason it is strong now is the number of pellets,maybe make their K_ap weaker.

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Guest
Guest - - 689,317 comments

Hi zyzzyzzlgd47! Thanks for the mod! How do you feel about adding real life values โ€‹โ€‹โ€‹โ€‹of rate of fire (RPM)?

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

I could do that but i lack knowledge on how to erase the increase rpm upgrades.I made the pistol fire rate around 350-550,it was too slow before (200).I should revisit this mod but right now im modding dead air(the mod is collection of addons + taz reworked:less recoil,cam_return 1,ammo reworked,more durability)and im pretty excited to post it.

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Guest
Guest - - 689,317 comments

Thanks for the answer! Then I'll wait for your revision and porting to cotz/anomaly. As for rpm, the simplest and crudest way is to put a zero in the rpm increment line in the corresponding .ltx weapon upgrade files, or just replace the rpm with another upgrade (accuracy, handling, durability), but you probably already know this. In addition, adjusting the rate of fire of a semi-automatic and non-automatic weapons according to real parameters is quite difficult, I think.

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Mahzra
Mahzra - - 586 comments

I've tried changing the RPM of bolt-actions, and that messes with the reload animation and sound effect. You can correct the sound effect with audacity by stretching or compressing the sound, but the animations of the hand and the bolt will be out of sync and look dumb. It's a shame, I was trying to recreate New Vegas' Varmint Rifle because I love small cal bolt-actions.

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

No i didn't knew it,thank you for pointing it out.I would love to make the rpm match but the sounds are weird at 600 rpm for ak47vens they feel better at 650 or 700 idk why but the sound matches beter.To be honest i made new mods and modded dead air now,gonna release it soon.

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Guest
Guest - - 689,317 comments

How does it work with long range shooting? Is there any way to adjust the file to make it like some realistic games like Arma or Operation Flashpoint when the bullet doesn't hit the target immediately when I pull the trigger

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Vanilla CoC made air ressistance too strong so any bullet no matter what .45 acp or 338 lapua magnum stopped at 400m,even rpg rockets and fell down at 90 degree angle.I fixed that and made rifle cartridges go beyond that at flatter trajectory,somehow i can't fix 338 lapua magnum to go straight up to 500m.
Open the ammo folder and search for variable named air_ressistance the lower it goes the less bullet drop.

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Mahzra
Mahzra - - 586 comments

I forget if CoC is structured the same way as CoTZ, assuming it is. You may want to rename the "config" folder in gamedata to "configs" or your addon won't do nothin'.

Sadly that means some of the feedback you've received may be placebo, since they may have been using AO3 defaults without realizing it, unless they noticed the config/configs thing. I didn't notice it until I started merging, because I quite liked the changes you made!

... those changes that weren't actually active. :D

EDIT: Don't feel too bad, I've edited and re-edited files in the past, getting more and more confused as to why I wasn't seeing any changes. Turns out I was working in the wrong install's gamedata folder. Derp, facepalm, move on.

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Happened to me many times even deleteing 200+ config changes by accident.

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Mahzra
Mahzra - - 586 comments

I love the rate of fire changes you made! Some issues:

Recoil appears to be missing on the AEK-971. I can empty the mag without the crosshairs moving a pixel. It's scary. That's not intentional, is it? Is the counter-recoil thing really that good?

There are some other weapons where I wonder what the recoil upgrades are even for, and then suddenly big bullets kick super hard. Maybe give the assault rifles a little more? There seems to be a big gap between hardly any and OH HI SKY levels of kick.

If I ever get around to modding weapon upgrades, your weapons are probably what I want fully upgraded weapons to feel like, if you get my drift.

Shotgun damage at 24 pellets was a little ridiculous. I halved it and that feels just right, I think.

Other than that I have nothing but praise for this set. It is bloody awesome, it gives weapons personality and character. It doesn't cover every CoTZ weapon (like three or four are missing) but meh. Those will just be skins for similar weapons, I'll just copy their characteristics.

Good stuff, man!

Oh last thing I swear. Is this intended to be used with or without the enhanced shot effects script (wpn_effects.script)? I don't really like the script's effects, it feels like they kick in just a fraction of a second too late, due to script lag I guess.

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Thank you for the feedback,rpm on pistols increased feels very nice,but for the aek i made it's increment recoil zero or near zero.Lmgs in my mod have zero incremet but in next update ill do some math (the weight of the lmg and the bullet it fires) so lmg like saw 249 would have little recoil but rpk47 would have more recoil.For now they both have 0.As for the 7.62 nato guns they do kick alot in reak life (look up gun Jesus shooting one full auto) but compared to the laserguns in 5.45 yeah kinda unfair.Next thing i should do is fix buckshot somehow (give me idea im low on ideas now),fix the folder name,fix recoil for the intermediate ammo for example hipfire is low recoil but aimdown the sights is accurate but with higher recoil because the shooter focuses on accuracy.Grabbing an ak74 or rpk74 in this config makes you nearly unkillable but the bots inherit the same stats...

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Mahzra
Mahzra - - 586 comments

I don't mind that the 7.62s kick hard, they should. It's just too much compared to the midweight calibers, especially 5.45. They should at least have a little kick.

I like the idea of making 5.45 and 5.56 low recoil but lower accuracy in hipfire and higher recoil with better accuracy in ADS. That would make the weapons feel weightier, like the shots have more oomph.

Your idea for the LMGs, to have weight factor into it, is good too. I don't think it's possible in Stalker, not sure, but what I would like for LMGs is high initial recoil that settles down as you hold down the trigger. I have no idea if that's remotely realistic, but that would make sense from a gameplay perspective. It has a big magazine but to use the weapon effectively you have to use a lot of that big magazine. Suppression fire.

I only changed the number of pellets for buckshot in your ammo file from 24 to 12 and that made it feel just right, at least in CoTZ. Killing a dude with a helmet takes 3-4 aimed headshots, but things like boar and flesh go down in 1-2. Hipfire is only viable if you're really up close and personal. It's pretty good, honestly. I've not tried the autoshotties yet, but I expect them to be savage.

CoTZ has the Warfighter addon built-in though, so maybe that has to do with it. I think resistance is lower in CoTZ. I should look into the numbers, sometime.

Do NPCs hipfire, actually? I've never thought about that! :D Do they? I really don't know.

Personally, I would increase recoil for almost all of them, then upgrade them with all the recoil reduction upgrades and see how they feel. Without upgrades every weapon should kick too hard.

Come to think of it, the 7.62 NATOs may actually be perfect as they are. I haven't upgraded them yet! I'll do some testing with fully upgraded weapons and get back to you.

Final thing: I merged your addon's recoil and ballistics values into my CoTZ addon here Moddb.com. Someone asked if I considered my merge a full CoTZ port of your addon. I do not.

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zyzzzyzzlgd47 Author
zyzzzyzzlgd47 - - 28 comments

Hello,thanks for the reply.Recentrly i made a new mod/well let's say it is addon for dead air.It includes some taz weapons,darwins config changes,better torch etc.Made the weapons hipfire recoil similar to what i have seen on YT of full auto ak47evens.However ads has x2 more recoil vertical and horizontal and increment too, thus making you fire burst or semi auto.Changed the recoil to be not only vertical but horizontal too.And now it reminds me of tarkov.The file i have "tazair" of my preffered configs and darwins mods -better faction relation gain,-better radiation elimination,-fixed the chimera and bloodsucker bs by them being immortals taking 500 shots of 5.56.However the file is quite large and i doubt many people would download it,however im going to upload it soon.

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Hxca
Hxca - - 27 comments

2mm kolibri is the superior caliber

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