i8
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MW2 ROF
Nov 16, 2009 22:09:21 GMT -5
Post by i8 on Nov 16, 2009 22:09:21 GMT -5
ok is there a way to calculate ROF with a timer and some algebra?
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MW2 ROF
Nov 16, 2009 22:23:04 GMT -5
Post by imrlybord7 on Nov 16, 2009 22:23:04 GMT -5
I'd hardly call that algebra, but honestly, what the fuck do you think?
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n1gh7
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Black Market Dealer
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MW2 ROF
Nov 16, 2009 22:27:47 GMT -5
Post by n1gh7 on Nov 16, 2009 22:27:47 GMT -5
Well what i could do is cap myself shotting a mag of shots and count how many frames it takes to empty it, but this is too much work. I really don't care to know the info yet, but when I do I'll do it.
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sleep
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MW2 ROF
Nov 16, 2009 22:32:48 GMT -5
Post by sleep on Nov 16, 2009 22:32:48 GMT -5
of course. clip size divided by seconds taken to empty clip = rounds per sec. multiply that number by 60 for rounds per minute.
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i8
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MW2 ROF
Nov 16, 2009 22:35:53 GMT -5
Post by i8 on Nov 16, 2009 22:35:53 GMT -5
Thank u I tried a method to test it I tried to figure out the ak-47s on 360 cod4 but it keeps coming out like 580rpm which is wrong
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MW2 ROF
Nov 17, 2009 5:23:16 GMT -5
Post by slashdolo on Nov 17, 2009 5:23:16 GMT -5
The MP5k in real life fires at 900 RPM. That seems about right for whats in the game too.
Test that out and go from there.
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i8
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MW2 ROF
Nov 17, 2009 6:36:20 GMT -5
Post by i8 on Nov 17, 2009 6:36:20 GMT -5
Ok I tried that method for ak-47 again on cod4 and got the same WRONG result of 580rpm
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scorp
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MW2 ROF
Nov 17, 2009 18:23:07 GMT -5
Post by scorp on Nov 17, 2009 18:23:07 GMT -5
Ok I tried that method for ak-47 again on cod4 and got the same WRONG result of 580rpm As long as the percent of change is persistent it doesn't matter, try the P90or something.
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 21, 2009 21:54:18 GMT -5
Post by toysrme on Nov 21, 2009 21:54:18 GMT -5
play on console against a wall on 360 to ensure a 59-60fps play capture @ 60fps 16.6ms per frame @ 60fps 60,000ms in a minute
"effective" RPM of the weapons is now known.
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Den
He's That Guy
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MW2 ROF
Nov 21, 2009 22:08:28 GMT -5
Post by Den on Nov 21, 2009 22:08:28 GMT -5
I thought I had posted this yesterday, must not have gone through on my laptop.
Anyway, toysrme has the right method.
A solid 60fps recording and frame counting will give us a very good measurement of the weapon's rate of fire. Each frame will encompass 0.0166 seconds.
Get into a corner outside, look skyward and let loose a mag. Look at the ammo counter and count how many frames it took to spend a round.
The two frames in which the round is in and the round is out can give us a fireTime with an error margin of of 0.008 seconds. Compare several shots worth of frames and that time could be cut down to 0.004 if a frame is added or cut off at some point.
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MW2 ROF
Nov 21, 2009 22:12:05 GMT -5
Post by chyros on Nov 21, 2009 22:12:05 GMT -5
of course. clip size divided by seconds taken to empty clip = rounds per sec. multiply that number by 60 for rounds per minute. No, the first shot doesn't take any time to fire so this method is wrong. You need to neglect that shot to calculate the rate of fire.
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 21, 2009 23:16:43 GMT -5
Post by toysrme on Nov 21, 2009 23:16:43 GMT -5
^ you mean the last shot doesn't take any time same difference either way. guys with the help of a *very* beautiful woman im currently recording every weapon in the MP game to get rpm, reload time<s> & ADS times. so not to worry
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 21, 2009 23:19:00 GMT -5
Post by toysrme on Nov 21, 2009 23:19:00 GMT -5
and because i dont like sync issues, im: *recording the input off a crt monitor to minimum input lag @ 120fps setting on my cell & capturing @ 30fps via my hava just as a reference check
(hava doesn't varry its frame rate afaict, cell goes up & down abit but always well over 90fps)
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 21, 2009 23:32:20 GMT -5
Post by toysrme on Nov 21, 2009 23:32:20 GMT -5
oh, and for the semi auto's my rapid fire script technically shoots 845-846rpm
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qupie
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MW2 ROF
Nov 21, 2009 23:39:54 GMT -5
Post by qupie on Nov 21, 2009 23:39:54 GMT -5
that must be sick on the FAL. Almost makes want to order a rapid controller too, and cheat too... but nah that is just lame
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 22, 2009 0:08:16 GMT -5
Post by toysrme on Nov 22, 2009 0:08:16 GMT -5
not particularly. the fal has a relatively low-medium fire rate & fairly high recoil. medium-long range shots must be taken semi. also has a 20 round clip which... sucks in full auto.
not sure what the game's input speed limitation is. its there... when i try really fast manual shooting on the controller or my mouse it skips inputs that the guns are easily able to achive when rapidfiring.
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 22, 2009 0:08:44 GMT -5
Post by toysrme on Nov 22, 2009 0:08:44 GMT -5
capturing is done, going to start going through them now. ill make a new thread when im done.
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toysrme
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"Even at normal Health, there's no other choice than the Vector" Den Kirson
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MW2 ROF
Nov 22, 2009 1:30:52 GMT -5
Post by toysrme on Nov 22, 2009 1:30:52 GMT -5
the other thead is fairly accurate, but im going to do this to get...
what i feel is more accurate data, plus ill get the basic reload & ads times. (note afew ads times will be missing as i just prestieged and didn't think about it on some weapons i dont have lawlz)
^ for example it lists: (list data vs my data) ACR 720rpm / 737.7rpm AK47 650rpm / 634.25rpm F2k 875rpm / 900rpm even
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