User:GELUXRUM/Aim Model

= Personal findings and reverse-engineered data of the Aim Model values =

Cone of fire
-> The crosshair which increases as you shoot your weapon. The bullet will land at a random spot between the 4 lines.

Note:
-> This documentation was based on data I worked out while using a screen resolution of 1920x1080 i.e. 16x9 -> If you're using a different resolution, then most of this documentation should still apply.

Cone of Fire - Min Angle
-> Minimum size of the Cone of Fire crosshair.

Cone of Fire - Max Angle
-> Maximum size of the Cone of Fire crosshair.

Cone of Fire - Data
-> The space in which a bullet can land is between the 4 lines of your crosshair. However, the amount of your screen that this space covers up will change depending on your FOV. -> FOV can be modified using the console command "FOV x y", where x is WorldFOV and y is 1stPersonFOV. By default, x is 70 and y is 80. -> Assume you want to the Cone of Fire to cover the whole screen either horizontally and/or vertically: If you want it to be covered horizontally, set the Angle value(s) to whatever your 1stPersonFOV is e.g. 80 using default FOV settings. If you want it to be covered vertically, calculate and set the Angle value(s) using the formula 1stPersonFOV/(16/9) = 45 using default FOV settings. -> This may seem a bit complicated, but here is another example for someone playing with "FOV 90 90": To cover the screen horizontally use the value 90.0 To cover the screen vertically use the value 90/(16/9) = 50.625

Cone of Fire - Increase Per Shot
-> Dictates the amount of shots until the code of fire reaches its max. -> However, this is not the shot count, but instead a % value of how much the Cone of Fire will increase after every shot. -> Formula: (Max Angle - Min Angle)*Increase Per Shot -> For example: Min Angle = 5.0 Max Angle = 20.0 Increase Per Shot = 0.2 Shots required = 1/(Increase Per Shot) In this case, every shot will increase the size of the Cone of Fire by 3 until it caps at 20 after 5 shots -> 0.1 = 10 shots, 0.2 = 5 shots, and 1.0 = 1 shot. -> Going above 1.0 serves no purpose.

Cone of Fire - Decrease Per Sec
-> Dictates the time in seconds until the code of fire recedes to the Min Angle value. -> Much like "Cone of Fire - Increase Per Shot", this is calculated as a %. -> Only becomes active after shooting. Movement increases the Cone of Fire, but will not trigger nor pause the timer. -> Formula: 1/(Decrease Per Sec) -> For example: 0.1 = 10 seconds 0.2 = 5 seconds 1.0 = 1 second 2.0 = 0.5 seconds

Cone of Fire - Decrease Delay MS
-> How many milliseconds the game will wait before "Cone of Fire - Decrease Per Sec" kicks in. -> Formula: (Decrease Delay MS)/1,000 -> A value of 3000.0 means that the game will wait for 3 seconds before it starts to shrink the Cone of Fire.

Cone of Fire - Sneak Mult
-> How much the Cone of Fire will shrink when sneaking. -> Formula: (current Cone of Fire size)*(Sneak Mult) -> For example: 0.5 = will be reduced to half its size, increasing accuracy 2.0 = will become twice its size, decreasing accuracy

Recoil - Diminish Spring Force
-> Controls how fast the weapon will pull back to the starting position prior to shooting. -> Higher values make recovery faster.

Recoil - Diminish Sights Mult
-> Controls the strength of "Recoil - Diminish Spring Force" when aiming. -> This can either make the recovery faster or slower. -> Formula: (Diminish Spring Force)*(Diminish Sights Mult) -> For example: 0.5 = half as fast 1.0 = no change 2.0 = twice as fast

Recoil - Max Per Shot
-> The maximum recoil of a weapon when shot. Either kicks in from the start, or after "Runaway - Recoil Shots" are surpassed.

Recoil - Min Per Shot
-> The minimum recoil of a weapon when shot. The weapon will use this recoil as long as "Runaway - Recoil Shots" are not surpassed.

Recoil - Data
-> The player is able to look up and down a set angle, which prevents you from shooting straight down or straight up. We'll call this the "view arc". -> The Recoil - Min/Max Per Shot value will always move the weapon the same amount; shooting 10 times with the value of 1 is equivalent to 1 shot with the value of 10. -> This caps at 160.0, so if you are looking down at the lowest point of the view arc and shoot once with a Recoil value of 160.0, you'll end up looking at the highest point of the view arc. -> The value of 160.0 is the same both in 1st and 3rd person. -> There's no fancy formula, so you can view a Min/Max Per Shot value of 1.6 as 1% of the view arc.

Recoil - Hip Mult
-> "Recoil - Min/Max Per Shot" will be multiplied by this value when hip-firing. -> Formula: (current Recoil Per Shot)*(Hip Mult) -> For example: 0.5 = half as strong 1.0 = no change 2.0 = twice as strong

Runaway - Recoil Shots
-> Once this amount of shots have been fired, the recoil will switch to the value of "Recoil - Max Per Shot".

Recoil - Arc
-> Needs more work

Recoil - Arc Rotate
-> Needs more work

Cone of Fire - Iron Sights Mult
-> "Cone of Fire - Min/Max" will be multipled by this value when firing while aiming. -> Personal reccomendation is to not go over 0.01 as weapons may become very innacurate when aiming. -> Weapons like shotguns should keep this in the range 0.1 to 1.0 due to their inherent spread, or risk becoming too accurate. -> Formula: (current Cone of Fire size)*(Iron Sights Mult) -> For example: 0.5 = halves the cone of fire, increasing accuracy 1.0 = no change 2.0 = doubles the cone of fire, decreasing accurancy

Stability - Base Stability
-> The sway when looking through a scope. Set this to 1.0 (no sway) and let OMODs modify this value instead.