![]() ![]() and that's the correct way to do it.Īnyway, a real suppressor does deliver around -30dB of sound pressure. What would be those negative effects? what version/year did you test that in?Īgain, neither ACE nor RHS attachments touch the "hit" value of the bullet (which relates to the shape, nature and composition of the core/penetrator), or change other ballistic damage properties (mainly caliber). It's also pretty ineffective when the guy sitting four meters off your right shoulder is SAWing away without one. It's a special-purpose gadget, not something soldiers use on any sort of a regular basis. Personally, I find it incredibly boring to use Suppressors. ![]() The testing I've done, which essentially amounts to shooting dudes in the chest 100 times in a row, with and without a suppressor on, at point-blank, 100, 300 and 500 meters with 5.56 out of an RHS HK416D14.5, lead me to believe that the hit values were lowered with a Suppressor screwed on, which would make sense as compared to the sound you hear when firing.įrom the info you've posted though, it seems clear to me that Suppressors are broke as hell, currently, given that you get all of the good with none of the bad, and I don't mean the bad that wouldn't apply to a game, such as the maintenance issues. The 3-4% audible detection, while I won't argue with the data, is ever so bullshit. But then again, the flash and echoing suppression can be considered beneficial.ĪCE applies a 5% reduction in recoil of stock components, which is also a real effect, due to a more controlled gas ejection The length can be a factor especially in CQB, but since it does not collide with anything in arma, this is only a "roleplay" limitation. The gun is apparently longer, making it more difficult to manouver (the crosshair reacts to mouse movement a bit more sluggish). RHS reduces flash to 20% and 50% visible time, does not apply audible time reduction. but if you see the monster flash size at night, on NVG, it makes you think. These parameters are not really documented what they actually mean. + Halves visible and audible detection times + Reduces visible detection to 30% of normal )ĪCE re-balances stock weapons to arbitrary MOA values + defines a 5% accuracy bonus on suppressors. Which can be pretty significant accounting for the faster bullet in dealing damage with the mid-caliber guns (7.62. This affects your scope zeroing quite a bit! - aim low.ĪCE removes velocity change of stock items.įor a sniper rifle standard of 1 MOA (minute of angle = 0.29 milrad, or 0.00029 rad) a suppressor reduces your "bullseye" at 1000m from 29cm radius, to 23cm - Or, you will hit the same target size at 1250m. 338 and 9.3圆4 are even better, given their length, they add 10% to muzzle velocity (21% energy increase). it amounts for a 10.25% increase in kinetic energy (i.e. The mechanical part of guns can be pretty loud on their own (the "clicking", 60-100dB) - these are not affected and still can give away our position.ĥ% increase in speed is not insignificant. If it means 3% of the original sound pressure - it is reduction of -15dB, which seems to be a entry stock value.Ī normal shot is anywhere between 100-150dB, depending on it's power/charge. There seems to be some confusion in the documentation (audibleFire parameter). If it means 3% of the detection distance, which makes -30dB, which would be a good market value. + Reduces audible detection to 3 or 4% of normal These effects are currently (1.6+) applied to ballistic parameters in ARMA3 (RHS weapons changes noted separately): Special use of sub-sonic ammunition (usually marked "U" or "SD") can result in a pretty stealth shot - it makes just a silent "whoosh" sound passing by/in. The difference is that this is hard to locate and relate to the origin of the shot. The bullet still travels supersonic (Mach 3 at muzzle) and makes a loud whiplash bang. It only affects the hot gases (flash) and shockwave (sound) leaving the barrel through the muzzle (which happens after the projectile is gone).Ī silencer does not make the shot itself silent. The projectile does not meet any objects or interactions in the silencer/suppressor. The explosive charge has more time to propel the projectile and the trajectory becomes a bit more stable. Meanwhile the mechanic was corrected in arma itself. ![]() In Arma3, this was not implemented correctly, different mods tried to rectify it (e.g. Tl dr - Silencers don't degrade the gun's performance, they improve it. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |