Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => Topic started by: Willhelm on May 07, 2013, 01:32:33 am

Title: Giant bullets
Post by: Willhelm on May 07, 2013, 01:32:33 am
This isn't a serious mod, more of a joke, it changes the bullet projectile to be 2000% bigger, which allows you to see them flying through the air, kind of helpful in a way, it would be useful for practicing volleys.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F576736400006922001%2FBD596EBD9AD7237639D519C28F8CB49B7CA751AC%2F&hash=e0047084e6eebafe02f50babf6f3d46ec0045546)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud.steampowered.com%2Fugc%2F576736400006914994%2F8711AEB0462BEFC567A8CB59AAB5CBEE22E861AB%2F1024x542.resizedimage&hash=9aacb1f72182f345879f88d9738e834fc750134e)

http://www.mediafire.com/download/fqth42xqt9cqsbf/mm_cannons.brf
Simply put the file into your Napoleonic Wars resource folder.
Title: Re: Giant bullets
Post by: Nipplestockings on May 07, 2013, 02:39:14 am
I think there was a thread about this already and people were saying it was considered cheating. I don't know if it's a bannable offense though.
Title: Re: Giant bullets
Post by: TheZach_Attack on May 07, 2013, 03:03:26 am
Dayum I hope it isn't bannable, fuckin cray.
Title: Re: Giant bullets
Post by: dooomninja on May 10, 2013, 08:23:53 pm
I think there was a thread about this already and people were saying it was considered cheating. I don't know if it's a bannable offense though.
that was for arty i don't think bullets are bad really as they are so random it won't really help accuracy, it might help a bit at long range but you are not really going to see what you are doing at short range especially if there are a lot of shots in the air
Title: Re: Giant bullets
Post by: TORN on May 10, 2013, 08:56:01 pm
it is considerd cheating for artillery.
For muskets though I don't have a clue.
Title: Re: Giant bullets
Post by: The Nutty Pig on May 10, 2013, 09:55:39 pm
Looks really annoying, imagine this mixed with the cannonball one in a seige, it would be crazy
Title: Re: Giant bullets
Post by: Thundersnow on May 15, 2013, 07:36:32 pm
Can someone with this mod do some bullet drop testing and stick it on youtube?

Like, for each test shoot 20x, shooting 100 yards straight ahead, shooting 100 yards uphill, downhill, shooting immediately versus shooting after 3 seconds, 5 seconds, etc


Thanks!!
Title: Re: Giant bullets
Post by: Nipplestockings on May 15, 2013, 08:51:21 pm
Can someone with this mod do some bullet drop testing and stick it on youtube?

Like, for each test shoot 20x, shooting 100 yards straight ahead, shooting 100 yards uphill, downhill, shooting immediately versus shooting after 3 seconds, 5 seconds, etc


Thanks!!

I may do something like that when I get home. There definitely is bullet drop - I can tell you that after using this mod for a few weeks.
Title: Re: Giant bullets
Post by: Blobmania on May 15, 2013, 09:08:21 pm
The visible bullets in no way represent the actual path of the bullet, so this is purely cosmetic. When you fire a musket/rifle, two bullets are generated - the visible one (shown enlarged in the above image), and the "actual" one that uses realistic projectile values and causes the damage. Or so I've been told by the dev team.
Title: Re: Giant bullets
Post by: Nipplestockings on May 15, 2013, 09:17:09 pm
The visible bullets in no way represent the actual path of the bullet, so this is purely cosmetic. When you fire a musket/rifle, two bullets are generated - the visible one (shown enlarged in the above image), and the "actual" one that uses realistic projectile values and causes the damage. Or so I've been told by the dev team.

They do seem to go in basically the same direction and hit the same places though - or at least to an extent where it wouldn't be possible for the human eye to register the difference. In every occasion when I got a hit the bullet has visually hit the person as well.
Title: Re: Giant bullets
Post by: Blobmania on May 15, 2013, 09:27:30 pm
I don't play the game a great deal anymore, so I can't comment further than what I've been told and my experiences from when I was last in a regiment (back before the 51st disbanded), so it could have changed since then. Still if it works for you, then a lot of people would likely be interested in some proper testing of bullet drop.
Title: Re: Giant bullets
Post by: Thundersnow on May 19, 2013, 04:57:58 am
So is the secondary, 'actual' bullet represented by the tufts of smoke on the ground when they miss, or is that still part of the first 'fake' bullet?
Title: Re: Giant bullets
Post by: Paul on May 19, 2013, 05:56:50 am
What I've noticed about the tufts of smoke is: I get a headshot and I see a little tuft of smoke slightly left of the person's head  (on the ground, on the hill behind him)I shot as if it penetrated through, but maybe thats one of these 'fake bullets.'
Title: Re: Giant bullets
Post by: Willhelm on May 22, 2013, 07:16:41 pm
The visible bullets in no way represent the actual path of the bullet, so this is purely cosmetic. When you fire a musket/rifle, two bullets are generated - the visible one (shown enlarged in the above image), and the "actual" one that uses realistic projectile values and causes the damage. Or so I've been told by the dev team.

I don't think thats right, in native you can adjust your shot by where the arrow or bolt goes, and since firearms are just modified crossbows it shouldn't be any different, also if you change the stats of the gun the bullets path visibly changes too, if i put shoot speed up the bullet flies way quicker, if i put accuracy down they all have a looser grouping when volley fired, so i think it does represent the real bullet.
Title: Re: Giant bullets
Post by: Japan on May 22, 2013, 07:45:50 pm
Spoiler
The visible bullets in no way represent the actual path of the bullet, so this is purely cosmetic. When you fire a musket/rifle, two bullets are generated - the visible one (shown enlarged in the above image), and the "actual" one that uses realistic projectile values and causes the damage. Or so I've been told by the dev team.

I don't think thats right, in native you can adjust your shot by where the arrow or bolt goes, and since firearms are just modified crossbows it shouldn't be any different, also if you change the stats of the gun the bullets path visibly changes too, if i put shoot speed up the bullet flies way quicker, if i put accuracy down they all have a looser grouping when volley fired, so i think it does represent the real bullet.
[close]
Now since I somewhat think about it. The bullets actually would travel really far.Probably across the map.Their velocity is the same as WFAS, and people can snipe each other from across the map(Their musket is super accurate compared to NW, and those muskets in WFAS were made in the 1600s!). The difference is that the musket in NW is so inaccurate that the bullet just usually goes around the target.
Title: Re: Giant bullets
Post by: Blobmania on May 22, 2013, 08:10:04 pm
The visible bullets in no way represent the actual path of the bullet, so this is purely cosmetic. When you fire a musket/rifle, two bullets are generated - the visible one (shown enlarged in the above image), and the "actual" one that uses realistic projectile values and causes the damage. Or so I've been told by the dev team.

I don't think thats right, in native you can adjust your shot by where the arrow or bolt goes, and since firearms are just modified crossbows it shouldn't be any different, also if you change the stats of the gun the bullets path visibly changes too, if i put shoot speed up the bullet flies way quicker, if i put accuracy down they all have a looser grouping when volley fired, so i think it does represent the real bullet.

If that's what you want to believe, then you're welcome to that opinion ;) I have been told multiple times though (by every one of the developers at some stage or other) that the visible bullets are not the actual projectile. I believe the reason for this lies in discrepancies between what FSE wanted in terms of bullet randomisation and physics, and what was already implemented for Crossbows, leading to the two-projectile compromise that currently (I believe) exists.

Edit: I haven't looked at any of the NW source code recently, but I believe the stats for the item projectiles are used by both of the projectiles generated (to a degree), but the "Real" (invisible?) projectile is run through a different randomisation and/or physics system upon spawn.
Title: Re: Giant bullets
Post by: Andee on April 04, 2014, 05:50:31 pm
Can someone with this mod do some bullet drop testing and stick it on youtube?

Like, for each test shoot 20x, shooting 100 yards straight ahead, shooting 100 yards uphill, downhill, shooting immediately versus shooting after 3 seconds, 5 seconds, etc


Thanks!!

I know this  comment is ancient but I made this video awhile ago. But we have found that there is no bullet drop whatsoever. We tested using rifles with bonuses at 500% and found that the bullet doesn't even follow the tracer. The tracer would make it halfway and the actually bullet would hit the target.
Title: Re: Giant bullets
Post by: Markle_Dyke on April 04, 2014, 11:04:16 pm
Can someone with this mod do some bullet drop testing and stick it on youtube?

Like, for each test shoot 20x, shooting 100 yards straight ahead, shooting 100 yards uphill, downhill, shooting immediately versus shooting after 3 seconds, 5 seconds, etc


Thanks!!

I know this  comment is ancient but I made this video awhile ago. But we have found that there is no bullet drop whatsoever. We tested using rifles with bonuses at 500% and found that the bullet doesn't even follow the tracer. The tracer would make it halfway and the actually bullet would hit the target.

Aww :(