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Arma 3 rhs nuke
Arma 3 rhs nuke






arma 3 rhs nuke

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. If(stealthMarkerToggle = 1) exitWith Show all Vehicles on the map with markers.Tl dr - Silencers don't degrade the gun's performance, they improve it. Display ALL players and spawned units on the map.








Arma 3 rhs nuke