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Author Topic:   simulating gunjams?
charmstar
Pilot
posted 03-30- 12:29 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
I've had a thought about gunjams. If they occured, they basically put a gun out of action right (in WW2 anyway)? So, here's what I'm thinking. If a gun has an average probability of say .01% jamming/round fired, and has 500 rounds of ammo, then that gun has a little under 5% chance of jamming, correct? So, why not just in the loadout.ppf give a 96% chance the loadout is 500 bullets, and a 1% it's 100, 1% it's 200, 1% its 300 and 1% its 400? Since we can't really keep track of ammo, it wouldn't be obvious that the gun had quit working at exactly n x 100... you'd just notice you had less firepower. What do you think?

charm

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charmstar
Pilot
posted 03-30- 01:34 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
Thinking about this some more... could you use the oscEndDisabled/oscBeginDisabled to render a gun useless (jammed). You make the DOF extremely small, and make it activated by pressing the gun key, and have very small obProb that it gets called. Of course you'd have another key which would run the same DOF backwards, so that you could unjam the gun. I'm thinking about WWI here...

I don't know if enddisabled would disable the gun though, and I don't know if you can give a probability to a DOF command. However, it might be cool.

It would also be neat to have a small translate DOF on the WWI planes' machine guns which would run when the guns are fired, making the guns vibrate back and forth a little bit.

charm

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Jeeves
Pilot
posted 03-30- 05:19 AM     Click Here to See the Profile for Jeeves   Click Here to Email Jeeves     Edit/Delete Message   Reply w/Quote
Have you seen the rear guns in nuum's Bristol fighter? They already do vibrate when fired...or at least they do in my game

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