
Post by azulures on May 8, 2016 23:31:48 GMT 5
intro: Hi all, I redid my Black Ops 2 recoil numbers because there were some errors in them. Here is the new spreadsheet. I calculated the recoil by measuring the area where the viewpoint can move to (the area of variance as I like to call it). < drive.google.com/open?id=1dfdKIfPP1gzrYcKInyT0JMJ8c9E2KIyLH_M4p9bw60> Also here is the reasoning behind some of my formulas: the peaktime is when the viewkick reaches the highest of its point. This is used to determine which distance formula to use. d=1/2at^2+(si)t where t/2=peaktime 0=1/2at^2+(si)t to find when the viewkick returns to resting point assuming no weird deceleration 0=si + 1/2at^2 factor out t=0 t= 2(si)/a peaktime= t/2= si/a probaddie's dist formula for 1/16 partial deceleration only occurs if the gun is returning back to its initial point. so columns NQ just checked that firetime>peaktime (they are hidden now). recoil can never go below the inital aimpoint in black ops 2, so u can assume viewkick down = 0 for the first shot.


banana
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Post by banana on May 21, 2016 9:36:46 GMT 5


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Post by probaddie on Sept 5, 2016 10:29:15 GMT 5
intro: Hi all, I redid my Black Ops 2 recoil numbers because there were some errors in them. Here is the new spreadsheet. I calculated the recoil by measuring the area where the viewpoint can move to (the area of variance as I like to call it). < drive.google.com/open?id=1dfdKIfPP1gzrYcKInyT0JMJ8c9E2KIyLH_M4p9bw60> Also here is the reasoning behind some of my formulas: the peaktime is when the viewkick reaches the highest of its point. This is used to determine which distance formula to use. d=1/2at^2+(si)t where t/2=peaktime 0=1/2at^2+(si)t to find when the viewkick returns to resting point assuming no weird deceleration 0=si + 1/2at^2 factor out t=0 t= 2(si)/a peaktime= t/2= si/a probaddie's dist formula for 1/16 partial deceleration only occurs if the gun is returning back to its initial point. so columns NQ just checked that firetime>peaktime (they are hidden now). recoil can never go below the inital aimpoint in black ops 2, so u can assume viewkick down = 0 for the first shot. Eh, sorry for being late to the party. You asked this while I was in the middle of a busy school term and overlooked it. Looks like your calculations are mostly pretty solid. This is close to what I used to do to calculate the recoil scores way back when I started here. But eventually, I found a few shortcomings with that approach. The biggest problem is that the average distance from the center over time generally does not grow linearly. This is because of the locking that happens at the center of each dimension and the fact that velocity rolls are also dropped to 1/16th of their value when they are opposed to the current position. The only case where growth in average distance is linear is with weapons that only kick in one direction and never recenter. Thus, calculating the firstshot inaccuracy generally doesn't say a lot about inaccuracy beyond that point. There is one snag with your process, though. I don't see how you're accounting for the case where the weapon can recenter on the first shot. In essence, there's an accumulation of probability near the zero point in each dimension that simply calculating the area doesn't account for. It's possible for two weapons which have the same "area"  in the sense that you've calculated  but where one has a nonzero chance of coming to rest on the edges. Thus, both weapons would have the same measure of inaccuracy but one would actually be superior. Hope that helps. If you have any more questions (or I've overlooked something) fire another post.



Post by azulures on Sept 7, 2016 1:28:42 GMT 5
Hey, thanks for the reply.
I only considered the range of the recoil (max displacement minus min displacement). With the min magnitude and what you said about the dead center (where recoil completely recenters), probability would play a heavy role in the viewkick ratings. That made the calculations too complex for me, so my recoil "area" just takes into account the range of values, or the difference between max recoil and min recoil (which was sometimes zero).

