Bug #7031

Wrong ammo packed when choosing SD weapons

Added by fireship4 over 5 years ago. Updated over 5 years ago.

Status:Closed Start date:12/16/2009
Priority:Normal Due date:
Assignee:q1184 % Done:

100%

Category:Config
Target version:0.9
Component: Affected Version:188
Close Reason:

Description

In many cases, when you choose a weapon that uses (for example) STANAG SD magazines, you will be supplied with STANAG magazines instead, and will have to replace them yourself.

Also a question. I remember reading that through scripting ACE made sure that the right magazine was loaded in certain situations, ie you might use the same STANAG mag in two rifles with different length barrels, but they would perform differently as the magazine had been changed invisibly. How does this apply to SD STANAG mags? E.g. does it make a difference if we use them or not?

History

Updated by Sickboy over 5 years ago

  • Category set to Config
  • Status changed from New to Assigned
  • Assignee set to Evil_Echo
  • Target version set to 0.9

Updated by VKing over 5 years ago

SD mags are subsonic loads, so they don't produce a supersonic crack.
Note that in ACE, a silenced weapon will make it harder to spot and hear a shooter, even for the AI, when using normal ammo.

Updated by rocko over 5 years ago

Can someone check:

1 class SD_Weapon 2 { 3 magazines[] = { "non_sd","non_sd2","sd" }; 4 };

Loads always non SD ammo, when picking up.

1 class SD_Weapon 2 { 3 magazines[] = { "sd","non_sd2","non_sd" }; 4 };

Loads correct SD ammo, when picking up.

Updated by fireship4 over 5 years ago

Vking - what I meant was, if you load a non-SD STANAG into an M4A1 SD (or whatever) will it automatically transform into a SD mag invisibly? Therefore making no difference to the user what magazine he picks up?

Updated by Evil_Echo over 5 years ago

Recall the same issue in ACE1. The game engine does the default ammo selection, ACE has no direct choice on that. My best guess is that it has to do with picking the first item in some list. It may be alphabetical, how ammo was defined for that weapon, or order items were originally put in a crate.

Updated by q1184 over 5 years ago

  • Status changed from Assigned to Feedback
  • Assignee changed from Evil_Echo to q1184

Indeed SD (subsonic mags) are set not to be the first choice for suppressed versions. Afaik subsonic loads for AR15 are rarely if ever used, this is why normal ball ammo is chosen. Sys_magazines makes normal ammo 'suppressed' to AI when used in weapons with suppressors.

Updated by fireship4 over 5 years ago

And is there a greater amount of suppression if you use a proper SD mag in game?

Also, you said it makes normal ammo suppressed - but you should still hear the crack (and to be honest a loud bang - many suppressed weapons, even with subsonic ammo, are around 130 dB). Is this the case?

Updated by VKing over 5 years ago

fireship4 wrote:

Vking - what I meant was, if you load a non-SD STANAG into an M4A1 SD (or whatever) will it automatically transform into a SD mag invisibly? Therefore making no difference to the user what magazine he picks up?

It won't change it into an SD mag, no.

A normal magazine fired from a silenced weapon would still produce a supersonic crack.
An SD mag is more silent, and doesn't produce a supersonic crack, but has a lower muzzle velocity and therefore less range and less damage.

AFAIK, you cannot change the fire sound of a weapon based on current magazine, so no matter what magazine you use it'll still have the same sound.

Updated by q1184 over 5 years ago

fireship4 wrote:

And is there a greater amount of suppression if you use a proper SD mag in game?

Yeah, subsonic ammo is less detectable for AI.

Updated by rocko over 5 years ago

  • Status changed from Feedback to Resolved
  • % Done changed from 0 to 100

Updated by rocko over 5 years ago

  • Status changed from Resolved to Closed

Updated by galzohar over 5 years ago

Considering how horribly ineffective the SD 5.56 ammo is, it's not a bad idea at all to have the default be regular 5.56 even in suppressed weapons, assuming ACE properly models its effects for AI (as in, if they somehow become aware by the supersonic crack but not easily spot the shooter when using normal ammo in SD weapons).

In any case, AFAIK when you have/don't have a suppressor your weapon's zero will change. Not sure how much, but that's something that might need to be taken into consideration if implementing this.

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