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Post Info TOPIC: --={FN-SCAR}=--


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--={FN-SCAR}=--
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I refuse the challenge on basis that my statement was poorly worded and ambiguous (sorry, English is not my native). If I may take my entire quote and explain (hopefully less ambiguous) what I meant:

"I've heard claims a 7.62x51 would have about the recoil of a 5.56x45 3 round burst, and the SCAR-H has definetly less recoil in-game now than a M16A2 burst."

What I meant was, in reference to the first part, that a single shot of a 7.62x51 would result in a comparable recoil of a 5.56x45 three round burst - or translated to Inf kickback: when fireing four rounds of 5.56x45 and two round from a 7.62x51 I would have expected the 4th 5.56 hole and the 2nd 7.62 hole to be about same level [assuming same first hole level off course]. This was clearly not the case on my trials on the shooting range, where the second 7.62 hole was clearly below the third 5.56 hole. On retrospect I'd also rather correct this statement to two round burst of a 5.56 being comparable to a single shot from a 7.62x51. In any case in no way did I want to imply the SCAR had less recoil than a M16A2 when fireing the same ammount of rounds.

Also I posted the second one primarily to emphasis I'm not a punk kid who asks for more recoil beacsue "it's a 7.62" but because I did think about the topic - and while I'm well aware that there is no real way to model recoil, I usually try to get a basic physics approach to most things I try to get into a modeled environment - such as Inf.

I really like the link you posted, basically since it shows up the main weakness of my modeling approach [the neglection of design] - plus the photos clearly showed the barrel on the SCAR being well centred in the line of recoil force, which should reduce the kickback IIRC.

Furthermore I'm not saying I'm doing it right and my numbers are correct, I'm merely giving a feedback and all I say are merely suggestions, which you may or may not follow upon, since it is my firm believe, that you should decide what goes into your work, no matter if I think it could be slightly different - so while I'd be happy if you gave my numbers a try, I've no problem if you decide yours reflect the impression of the SCAR better. Also I didn't say or wanted to imply your number are not reasonable, since they are IMO.

On a rather different topic: I also noticed yesterday that the SCAR muzzle flash doesn't seem to have the "blinding" effect when NVGs are used as other weapons seem to have - I didn't test it too thoroughly by now, so I might be wrong on this one.

EDIT:
Attached two screenies with Uzi and SCAR fireing while using NVGs. Note that the Uzi muzzle flash seems to brighten the NVG view, while with the SCAR the NVG view remains unaffected - I'm not sure the brightening is intended design or some side effect, but all unsupressed weapons seem to have it while the SCAR doesn't.

-- Edited by Snakeye on Wednesday 19th of August 2009 03:44:32 PM

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I challenge this statement: "...and the SCAR-H has definetly less recoil in-game now than a M16A2 burst." This is clearly not the case any way you look at it.

Let's not mince words, recoil is recoil. There is no calculation for "felt" recoil. In other words, the BaseKick determines the amount of upward pitch movement the weapon is displaced. The higher the BaseKick, the more it is displaced, plain and simple.

Edit: [I performed the same test firing 20 shots each for the H comparison and 28 shots each for the L comparison, showing the results painfully transparent. Both shot patterns for the SCAR are longer than the M16A2's.] Thus, the recoil of both the SCAR-H and SCAR-L is higher than the recoil of the M16A2.

The reason people think it's lower, again, is because of the lower rate of fire. When the rate is lower, the pause between shots is longer giving the user more time to re-adjust. I gather most INF players are used to firing while giving that little push downward to compensate for recoil. That adjustment will translate more significantly if the rate of fire is lower because of the longer pause between shots. It is simply a consequence of mathematics.
I recall another incident back when the M4A1 was first released, which further reinforces the fact that most people are not aware of this. Originally, the M4A1 had the same rate of fire as the M16A2, but it was decided that it should be lowered to 700rpm like the SIG because players thought it was too high giving the M4A1 an edge. What they didn't realize is that they effectively made it a little easier to control by lowering the rate. Not surprisingly, they later complained that the recoil was too low... So, that was "corrected." Rates of fire are lowered for better handling. It should feel easier to control. Unfortunately, there's no optimal method of making the player feel the recoil other than a view shift in-game.

While I am actually tempted to try out your suggested numbers, since having it momentum based is sound, I think this would be an oversight to other factors, such as better design. This article had something to say about the SCAR's recoil http://www.policemag.com/Channel/Weapons/Articles/2008/05/FNs-Scar-Rifle-Offers-Heavy-Punch-Light-Recoil.aspx.
"One of the best things about the SCAR is that it is so easy to shoot accurately, even on full auto. The weapon has very little recoil even in the 7.62 configuration. On full auto, it's easy to keep the SCAR on target because it doesn't rise as radically as many other assault rifles.
FN has established the cyclic rate of the SCAR at 600 to 650 rounds per minute, much less than the 800 rounds per minute of many combat rifles. That means that it's easier to control, and it doesn't consume ammunition as quickly on full auto."

I guess, just maybe, my numbers are reasonable. Who knows?



-- Edited by Inigo on Wednesday 19th of August 2009 01:00:55 PM

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Inigo wrote:

Hey, thanks for the reply.

Both the recoil for the H and L variants are higher than the M16A2. The variable to look for is the BaseKick. The BaseKick is 240 for the H, 214 for the L, and 175 for the M16. For interest's sake, you'll notice that the ratio of these values is the same as the ratio for the caliber diameters, 7.62, 6.8, and 5.56. The reason it "feels light" is because the rates of fire for the H and L are 600rpm and 625rpm, respectively. Compare that to the 750rpm of the M16. Recoil is more controllable when the rate of fire is lower. This is actually the reason the SCAR's ROF is set this low in real life.
This was the same issue the AKM had when it was first released, everyone said its recoil was lower than whatever, when in fact it never was; and that ultimately lead to the ridiculously high recoil on some of the 7.62 rifles. So the bull**** ends now.


Just for clarification I meant the single shot recoil (and I have had a look at the basekick before my first post); overall I'm not sure about the applied method of recoil calculation, basically since I think using bullet diameters is an oversimplification.

From my understanding recoil is - in a simplyfied form - the momentum of the bullet tranfered to the rifle (and then to the shooter). As such I would assume that the felt recoil depends mainly on bullet weight, muzzle velocity and rifle weight; of course I'm neglecting other fators like barrel position and so on, but that would make things overly complicated. Basically the recoil factor I'd use was something like that:

FeltRecoil=BulletSpeed*BulletWeight/Rifleweight [basically the momentum equation m1*v1=m2*v2 - and yes, I assume here that the FeltRecoil is in proportion to the speed the rilfe would get from fireing the bullet if there was no force acting against it].

The formula would result in increased recoil for faster and heavier bullets and decreased recoil for heavier weapons - all of which is true IRL according to my experiences with weapons of various size, weight and caliber.

From what I gathered the M16A2 and FN SCAR are about the same weight (~4kg loaded), the bullet weights and velocities for the calibers in question should be about the values below:
5.56x45 (fired from M16A2): 4g at 930m/s
6.8 SPC (weapon not specified): 7.5g at 800m/s
7.62x51 (fired from SCAR): 9.5g at 802m/s

This would result in the following values for "felt recoil":
M16A2 (5.56x45): 0.93 (let's say 1)
SCAR-L (6.8 SPC): 1.5
SCAR-H (7.62x51): 1.9

Taking the 175 basekick of the M16A2 as reference, the values of the SCAR-L would end up at about 260 and the SCAR-H at about 330. As an interesting sidenote the FAL would end up with a basekick of about 300 [4.45kg weight and 823m/s muzzle velocity] as compared to the 420ish it has now. Note that I'd still use smaller numbers than the above [to compensate for other factors like rifle design], but 290-300 for the SCAR-H and 235-245 for the SCAR-L would be my first attempts.

I hope the above wasn't too nerdy, I basically wanted to show that when I comment on recoil I usually don't reference whatever wrong implementations have been used in 7.62x51 rifles in Inf before (with G3A3 being ridiculously low and FAL ridiculously high), but rather try to think how I would model it.

Another thing I found strange is the text message for the 40mm grenades hitting things - is it in just for the Beta versions? Because frankly I'm not sure I'd like to know if I hit something I didn't see with a 40mm nade - I don't care too much about the message the person hit gets. Also it seems to affect other projectiles in COOP - I repeatedly got the message I said hello to SkaarjGunners little friend (who wasn't using a SCAR).

Overall I have to say (after further testing yesterday) that the SCAR makes a very good COOP weapon - the M441s are especially useful in the close-quarter areas where other 40mms don't arm. The more I use it, the more I like it :)



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RC15 Current Revision 9.8.18
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Download Mirror: http://www.mediafire.com/file/dtaujzzmdzz/INF_SCAR_RC15.zip

*******************
* Attempted Fixes *
*******************
-Reload animation lag fix
-Invisible weapon fix
-DotColor/DotType/PaintFinish initialization fix
-HUNTIR Console's PlayerOwner properly set if another player picks up a dropped blackberry
-Other weapons slung no longer change to scar texture

NB: UT's graphics driver must have UseS3TC=True for high resolution textures to show up properly,
namely, the ACOG reticle. If the reticle is really blurry, type 'preferences' in the console
and look for UseS3TC under your graphics driver in the Rendering tab. Chris Dohnal's OpenGL/D3D
drivers usually have this set by default. Download from http://www.cwdohnal.com/utglr/

HUNTIR (High-Altitude Unit Navigated Tactical Imaging Round):
Shoot with EGLM and select HUNTIR Console to view the camera.

MEI BlackBerry HUNTIR Console:
The MEI BlackBerry HUNTIR Console is listed under Equipment.
Add it to your loadout. Select it like a weapon.
Fire key toggles through the list of active cameras.
AltFire key toggles night vision on/off.

INF_SCAR.ini:
----------------
BulkFactor - SCAR loadout bulk is multiplied by this factor. (Server-side)

DotColor - corresponds to the aimpoint dot colour:
red=0; amber=1; green=2; blue=3; violet=4; white=5; black=6 (Client-side)

DotType - determines aimpoint dot type:
old dot=0; new dot=1; crosshair=2; cross-circle=3; circle-dot=4 (Client-side)

PaintFinish - initial paint job (overrides loadout paint finish):
 OFF=-1; tan=0; red=1; green=2; orange=3; fuchsia=4; rainbow=5; white=6; black=7; gold=8; indigo=9 (Client-side)

Command Lines:
___________________________________________________
> mutate scarbulkfactor <factor> (requires server administration)
> mutate scardot <color> <type>
> mutate scarpaint <finish>  
--------------------------------------------------------------------------------------------
<factor>=any real number
<color>=red, amber, green, blue, violet, white, black (OR 0-6, respectively)
<type>=0, 1, 2, 3, 4
<finish>=-1, tan, red, green, ornge, pink, rainbow, white, black, gold, indigo
(OR 0-9, respectively)

eg. To make a SCAR loadout half as bulky..
mutate scarbulkfactor .5

eg. To change the aimpoint dot to the old amber..
mutate scardot amber 0

eg. To change the aimpoint dot to the new red..
mutate scardot red 1

eg. To spray paint the SCAR red..
mutate scarpaint red

eg. To resume loadout paint finish..
mutate scarpaint -1
____________________________________________________________________________________________
********
* Fixes * 9.8.16
********
-HUNTIR night vision fixed
-SCAR dot and paint info not affected by other picked up SCAR weapons

***********
* Changes *
***********
-Added HUNTIR parachute mesh during descent
-HUNTIR screen only active only through active cam
-Replaced translator mesh with custom mesh for HUNTIR console
____________________________________________________________________________________________
***********
* Changes * 9.8.13 beta
***********
-Added MEI BlackBerry HUNTIR Console as equipment item
-Removed 'huntircam' command
-HUNTIR max altitude changed from 140m to 70m
____________________________________________________________________________________________
********
* Fixes * 9.8.11 beta fix
********
-Script warning fix
-HUNTIR bounce fix

***********
* Changes *
***********
-Removed BlackBerry cam frame
-Static toned down
-Disabled behindview while hunting
____________________________________________________________________________________________
***********
* Changes * 9.8.9
***********
-Added 40mm HUNTIR (High-Altitude Unit Navigated Tactical Imaging Round)
-new key bind 'huntircam'
-new HUNTIR loadout definition in .int
____________________________________________________________________________________________
********
* Fixes * 9.7.31 - 9.8.1
********
-Reporting dot info corrected
-Consequently, fixed order of dot cycling; no longer initialized from server ini
-Subsequently, re-implemented functional reading/writing dot and paint info to client ini
____________________________________________________________________________________________
***********
* Changes * 9.7.30
***********
-ACOG scope peripheral vision visible around edge
-Aimpoint cycling with Switch Weapon Mode/Reload while holding breath to cycle through colour/type, respectively
____________________________________________________________________________________________
********
* Fixes * 9.7.29
********
-Assigning the correct loadout paint from inventory (possibly)
-Rezeroed the DocOp aimpoint to 200m
-No merging ammo from SCAR pickups of the same configuration (attachment combo)
-Corrected slung mesh SCAR-H with EGLM/reflex config
-Corrected slung/3rd person mesh SCAR-L with reflex/suppressor config

***********
* Changes *
***********
-Removed so-called "tracer" fire from suppressed SCAR
-Added death message for SCAR grenades (affects explosive UT weapons too)
____________________________________________________________________________________________
**********
* Bug fix *
**********
-Fixed switching to EGLM starting with no munitions
____________________________________________________________________________________________
***********
* Changes * 9.7.27
***********
-Brighter aimpoint
-Added black aimpoint
-Adjusted aimpoint bobbing (proper movement)
-Tweaked weapon bobbing accordingly
____________________________________________________________________________________________
***********
* Changes * 9.7.25a
***********
-Client-side ini variables no longer altered dynamically in-game
-Removed PaintFinish ini variable
-Mutator calls the scardot/scarpaint functions. > mutate prefix added to those commands
-scardot/scarpaint info stored temporarily during a match until the map changes or the player leaves
-Replication tweaks
____________________________________________________________________________________________
***********
* Changes * 9.7.23a
***********
-globalconfig to config for client-side ini variables
-Added white aimpoint dot
____________________________________________________________________________________________
********
* Fixes * 9.7.23
********
-Loadout paint finish retained after dropping/picking up weapon
-Loadout paint finish resumed in realtime

***********
* Changes *
***********
-Added 3 alternative aimpoint dot types
-'scarspray' command changed to 'scarpaint'
____________________________________________________________________________________________
***********
* Changes * 9.7.22
***********
-Added command lines to set ini variables
-Loadout paint finish overrideable in realtime
-Finish set by weapon class instead of mutator
-HELLHOUND penetration tweak
-UT-style smoke trail
-Edited death message
____________________________________________________________________________________________
***********
* Changes * 9.7.19
***********
-Custom HELLHOUND/Type 92 death messages
-Custom Aimpoint dot ini setup
-Firing sound tweaks
-15% reduction of recoil/damage with suppressor
-Added server-side bulk factor
-Manual charging handle reload



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RE: --={FN-SCAR}=--
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Hey, thanks for the reply.

In response to some of the issues, the distance on the dot sights was done in relation to the size of the aimpoint dot itself. I had to tailor the bobbing motion as well so that the dot always stays within the area of the sight. It would be nice to have the dot appear only when it's within view of the sight, but I haven't found a good method of accomplishing that. Think of it as a view of what you might actually see when you aim, even if it's not consistent with the positioning of the other sights.

Both the recoil for the H and L variants are higher than the M16A2. The variable to look for is the BaseKick. The BaseKick is 240 for the H, 214 for the L, and 175 for the M16. For interest's sake, you'll notice that the ratio of these values is the same as the ratio for the caliber diameters, 7.62, 6.8, and 5.56. The reason it "feels light" is because the rates of fire for the H and L are 600rpm and 625rpm, respectively. Compare that to the 750rpm of the M16. Recoil is more controllable when the rate of fire is lower. This is actually the reason the SCAR's ROF is set this low in real life.
This was the same issue the AKM had when it was first released, everyone said its recoil was lower than whatever, when in fact it never was; and that ultimately lead to the ridiculously high recoil on some of the 7.62 rifles. So the bull**** ends now.

The slung mesh texture bug has been addressed. Thanks.



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Hi there, got to try out the SCAR yesterday after XploD put it on his server, and I felt obliged to give a bit of feedback.

First off I have to say I'm astonished to the level of detail done with this weapon - the safety lever actually being switched, the different skins, the two versions with various attachments, the safe reload procedure, overall an excellent work - probably the best I've seen so far for Inf.

A few things did show up though where, in my personal opinion, it could be closer to reality.

For one the aimview of the reflex feels wrong to me, especially given the location of the reflex sight on the weapon. To actually get such a view you would have to place your cheek somewhere on the RIS, which would result in your face making friend with the ****ing lever. I've tried putting it to the same distance as the iron sight view and it seems better - perhaps a bit closer than that would be perfect - since the reflex obstructs much less of your view.

The other point that got my attention is the smoke trail of the 40mm grenades, mostly because they didn't have any on every video I ever saw of a 40mm being fired. While some found it optically pleasing, it's not realistic IMO.

The last point I'd add is the SCAR-H recoil being a tad too light - if I interpreted the numbers correctly it's about 1/2 of the (heavily overdone) FAL recoil, while doing just a tad less damage. I've heard claims a 7.62x51 would have about the recoil of a 5.56x45 3 round burst, and the SCAR-H has definetly less recoil in-game now than a M16A2 burst. Perhaps an increase of recoil of the SCAR-H in the region of 15%-20% would make it feel more balanced overall.

I'm not sure if Biene already mentioned it, but there seems to be a problem with some of the custom skins showing on other slung weapons (in this case Biene's PSG).

In any case I want to emphasis again on how splendid a work I think you did, especially considering the small Inf community - I'm really looking forward to future releases.

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Gave this a try and it's really good! i especially like how user friendly it is, and the number of features it has like being able to toggle through aimpoint reticule shape and colour. Another nifty feature is the ability to either toggle through the weapon colour in the loadouts, or force it via the console.

It's very well done, although i must say there is a huge list of variations for the Weapon Priorities list! Thankfully though it only took me about 20mins to figure them all out and add them to the WP List mutie.

I like that there is an actual animation for switching between the fire-modes on the rifle, and i love the animation for changing ammo type in the EGLM where the hand catches the live shell and puts it away before loading in the selected ammo type.

I'm curious wether the slight colour differences between the base weapon and most of the attachments is intentional. For example the ACOG and suppressor are considerably darker than the base weapon, and even the EGLM is slightly different.

I didn't find much that could be considered bugs, however some of what may be issues are;

1. The extremely low velocity and curved trajectory of the regular 40mm (M441?) Grenades compared to the relatively flat trajectory of the 40mm Hellhound rounds.

2. The reticule for the ACOG is quite out of focus and blurry, it's hard to see, and even harder to aim accurately with.

Those are relatively minor things though, and in all i'm loving all of it. This rifle may just be the single most handy "jack-of-all-trades" rifle in the INF arsenal. Hell, i even had a good laugh trying out the hippie rainbow paint scheme.

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The SOF Combat Assault Rifle

Thank you for your interest in the FN-SCAR. I hope that everyone is pleased with the hard work, that Christopher (Indigo) has gone through, to get this weapon out to the small amount of INF community that we have now.

Since we are currently beta testing... it would be normal to have a few bugs here and there. So, if anyone is having issues, then we would appreciate you posting them under this thread.

We also appreciate those who are willing to help us beta test the FN-SCAR. We will have our download link updated to the most recent beta, and the same goes for the temp beta test server.

See you in the game! Ciao.
~Valinda (69bunnielicious)~



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