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S.T.A.L.K.E.R. Realism Pro (0.08b) - Readme
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S.T.A.L.K.E.R. Realism Pro - 0.08b
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The Mod
This mod is an effort to bring together the most realistic aspects of the game, while being able to retain and increase the amount of fun and realism and not making the game any 'easier'. Feel your feet hit the ground when you run, and the punch when a bullet slams into your vest, or the steady sweat making the first critical shot from 300 yards. Get your bandages ready! For greatest effect I recommend starting a new game!
Index
I Basic Changes
II Weapons Changes
III Ammunition Changes
IV Suit changes
V Improvements
VI Appendicies
VII Things to come
VIII Installation
Basic Changes
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- Anomolies and artifacts much rarer, anomolies much stronger & invisible
- Darker Nights and fix (thanks to Badmagic/MrKlorox)
- Adjusted flashlight radius
- Revamped all weapons (see II)
- Completely new ammunition descriptions (see III)
- Reworked grenades to be more realistic
- New ammunition types (see III)
- Fully adjusted recoils
- New blood (Thanks to Paddy)
- Reworked damages and hitboxes
- Removed gun 'flames'
- Can add add-ons to a lot more weapons, nearly all can accept at least one of them
- Completely reworked ammunition values (see III)
- Bandages work better, but do not heal
- Medkits don't stop bleeding
- Invisible Anomolies
- Advanced bullet ballistics (see II, III)
- Reduced weapon jams
- Re-worked suits (see IV)
- Limping enabled and tweaked
- Bleeding is much more common
- Decreased run/walk speeds to more realistic values
- New weapon sounds (Thanks to Solecist, xLWH, ch0, FTC)
- Deeply studied ammunition loadouts and capabilities (see III)
- Corrosive and Non-Corrosive ammo types (see III)
- Repair mod (Thanks to MoDD/quorn23)
- Replaced the LR300 and SG550 firing sounds
- Fuse on grenades has been shortened to about 1.5/2 seconds
- Removed the 'zoom' on all sidearms
- New L85/G36 crosshairs (Thanks to Wildwing)
Weapon Changes
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I have tweaked the weapons to no end, everything has been done to make them as true to life as possible; albeit it still needs some tweaking to get things working right. The most implemented and perfected part of the weapons changes is the damage system. A great deal affects how much damage your gun is really going to do, it doesn't matter how far into the game you are or what gun is the rarest; I played no favorites, the formula was generically applied to all of the weapons to achieve the result. Factors that effect the weapon damages are:
Projectile Velocity
Projectile caliber
Barrel Length
Velocity was measured from the muzzle, and average barrel length was determined for each kind of firearm, taking an average of the most popular rifles. All of the weapon weights, projectile velocity, calibers, and accuracies were done with my own brewed mathmatical formulas to come out with an end result that would be fit in S.T.A.L.K.E.R. The more difficult formula being the accuracy formula, I used a tried and true algorithm to find the approximate twist rate needed in the barrel for each caliber, taking into account it's velocity, weight, diameter and projectile length. (See Greenhill Formula, VI) However this is still approximate, and accuracies for pistols and shotguns still needs to be done. After getting the result from the Greenhill Formula you go through a series of math problems, this consists of:
Average Barrel Length
Projectile Type
Manufacturing Quality
Barrel twist rate
Muzzle velocity
This should produce the most accurate approximate number in the end, giving the player the feeling of advanced bullet ballistics. Remember though, shot placement is everything.
Ammunition Changes
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Probably the msot important part of the gun, the ammunition. Don't necassarily believe the little stat bars on each weapon, because the ammunition does the dirty work. And for this reason, I re-wrote every pistol and rifle ammo description in the game from scratch. I researched every round to make sure the values and abilities of the ammunition was up to par with what it really should be like. In each description you will know the following things:
Jacket type
Core contents
Projectile form
Caliber
Projectile type
Projectile weight in grains
Primer used
If it's corrosive or non-corrosive
Manufacturer
Location of manufacturing
Year of production (for military calibers sometimes)
I must have re-written all of the values in the weapons.ltx file several times to get everything how it should be. For those of you who don't know so much, here's a quick guide on the projectile types, and what they're good for.
Full Metal Jacket (FMJ) - Best used as a standard round, good for piercing metal and body armor, but doesn't do the job as well as an armor piercing round. Usually consists of a copper jacket and lead core.
Hollow Point (HP) - Great anti-matter round, perfect for taking out living things. The hollow cavity at the tip of the bullet fills with matter, expands and fragments inside of the body causing great internal damage, but it's not so good for punching through metal. It's hollow point also slightly affects accuracy.
Soft Point (SP, or PSP) - Another great anti-matter round, instead of having a hollow cavity like a hollow point projectile, it's made of a soft maleable material. When entering the body it 'mushrooms', keeping itself intact and not fragmenting, but creating horrendous internal damage. It also doesn't affect accuracy as there is no hollow cavity to fill with air in flight or put the projectile off balance; Thus not disturbing it's centrifugal force. Another type of soft point, the pointed soft point has an armor piercing formed projectile, but with the same soft point the standard round has. It's much better and punching through body armor then the former.
Armor Piercing (AP) - Usually has a copper-washed steel jacket and a steel core. These rounds are able to punch through thicker metal and armor then any other projectile.
Here are some of the few new ammunition types you will see in game:
.45ACP Hollow-Point
5.45x39 Hollow-Point
.223 Remington Pointed Soft Point
9x19 Hollow Point
All of these will be highly noticable in game and will create an atmosphere like never before, where choosing your ammunition greatly matters in the application that it's going to be used for.
Suit Changes
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Not as finely tuned as the last two, but still impacts game play. No longer will your leather jacket protect you from really anything, except maybe splinter protection. The system is logical and easy to understand. Wearing a full body suit with a closed breathing system will grant you %110 protection from a lot of stuff, including radiation. (Exo suit, anyone?) But wearing a partially open suit with no breathing system will get you to maybe %30 radiation protection. It's a logical and true system.
Improvements over the last version
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- I noticed in the last version some of the pistols were severly underpowered, so modifiers were given to their damage and I rewrote a new damage formula just for pistols. I still need to work out their accuracies though, which will come in a later version.
- Recoil! I havn't finely tuned all them yet, but they have all been changed for the most part.
Appendicies
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Wikipedia for the 'Greenhill Formula' and general rifling and twist rate information
http://en.wikipedia.org/wiki/Rifling
Modern Firearms for general information
http://world.guns.ru/main-e.htm
Google for just about everything else
http://www.google.com
FPS Banana for lots of sounds
http://www.fpsbanana.com/
Things to come
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Several new ammunition types and maybe some 'upgraded' weapons. New ammo types planned are:
.40S&W (real Sig P220 round, as well as others)
.50AE (Desert Eagle)
7.62x39 (Standard Soviet round for Ak-47, SKS, etc.)
.38 Special
Might have an Ak variant with a new barrel etc. to handle the older and much better (in my opinion) 7.62x39 FMJ and HP round.
I still need help with the traders inventories as I can't seem to be able to work with them, please let me know if you can help me!
Installation
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Just unpack this zip file into your STALKER main directory
Muita coisa né !!!