Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: majorvader111 on November 08, 2013, 01:13:52 am
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This is a beam damage and beam Sustained damage calculator i made in office excel a little while ago, it shows Damage potential per second, Damage per pulse and Sustained damage
http://www.mediafire.com/download/7dime57pisipcjc/FS2BeamDamage.xls
Hope you all like it.
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I don't see any entry for framerate in there. Do you assume 60 ?
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I don't see any entry for framerate in there. Do you assume 60 ?
? what do you mean by that
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ಠ_ಠ
It is a well known fact that beam damage is dependant on framerate.
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beam damage is affected by framerate
which is why its affected by time compression
there's some magic number factor in the beam damage formula that scales with framerate (something like 5.5 for 60 fps?)
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how the hell would you find that out from, yeah its using the standard 5.5 multipler
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the source code
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yeah so its using 60 fps and the standard 5.5 multipler
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how the hell would you find that out from
How the hell would anyone know how to calculate beam damage without someone looking at the code in the first place.
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well i made this up from a old post on the forums about the ways beam damage is calculated. but that was a old post.
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Was it this post (http://www.hard-light.net/forums/index.php?topic=80789.msg1610498#msg1610498)? (I remembered having a look through the code to answer this question before)
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Was it this post (http://www.hard-light.net/forums/index.php?topic=80789.msg1610498#msg1610498)? (I remembered having a look through the code to answer this question before)
No i made up the table using the methods of beam damage calculation using a quite old post i will see if i can find it.
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i have no idea how to translate that to excel ??????????? :eek:
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OK so I seriously don't understand why the code needs to have this wonky scaling. Why can't you change it so damage is constant with FPS?
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I guess you could do something like calculate the time since the last damage was applied to the target, and scale the current damage according to the normal damage per unit time? It still wouldn't be perfect since the 1st contact damage application would have to be a constant value, so it still wouldn't be accurate for high time compression / low framerates where the beam only hits for a single frame.
And honestly, why not just ensure you have a framerate above 6 fps while playing :p
(and don't use 32/64x time compression!)