Overview[]
Every Firearm is affected by ballistics and it plays a very important role in combat (both against players & Mechanoids). Bullets are able to penetrate surfaces & are realistically simulated depending on the Type.
The damage of a weapon is not determined by the weapon itself but the ammo type it is using, all weapons have a simulated "chamber" that can be full or empty, or manually loaded from inventory (by dragging a bullet onto a gun).
The bullet Type from a magazine loaded weapon is determined by the quality of the magazine itself, which can be filled by any ammo box of the correct caliber so you only have to worry about carrying the correct mags & spare boxes. Weapons that don't use magazines are simply loaded with the loose rounds.
Penetration[]
ORMOD: Direcitve fully simulates penetration of all surfaces, including objects, armour & players, every surface can be shot through with the right bullet.
How penetration works is every material has a min pen & density (listed below, each bullet needs atleast the min pen to penetrate it & the amount needed is increased depending on the width of the object.
If a bullet is able to penetrate, the value will be taken off the total and the bullet will continue at the reduced speed & damage (as a % of the total penetration), so bullets can penetrate multiple surfaces if they have enough power. You can see the Penetration values of every bullet below: Ballistic Caliber Stats.
Materials[]
| Material | Min Penetration |
Density (Pen / Meter) |
|---|---|---|
Glass |
1 |
5 |
Fabric |
1 |
6 |
Flesh |
1 |
10 |
Wood |
2 |
14 |
Dirt |
10 |
5 |
Concrete |
5 |
15 |
Bulletproof |
8 |
20 |
Metal |
10 |
30 |
Flight Ballistics & Ricochet[]
Ballistics[]
All bullets have realistically simulated ballistic dynamics, including flight speed, air resistance, gravity, ect. Projectiles traveling over a ceterain speed (340m/s) are properly similated as supersonic rounds. This includes sonic sounds & bullet cracking when flying past, for example a subsonic round flying past will make a whoosh, which a supersonic will make a crack from the distance it came from.
Bullet trajectory is also affectly by gravity & depending on the round (% listed below) will slow faster, bullet speed is directly proportional to the penetration & damage done (e.g a bullet traveling at 50% of its inital speed will have 50% the penetration & damage).
Ricochet[]
Slower bullets fired at higher angles to the surface have a chance to ricochet, meaning it will completely bounce off the surface, this can even happen with Armor, note the surface must be strong enough (e.g bullets can ricochet off fabric!).
Ballistic Caliber Stats[]
- Bullet Speeds are colour coded depending on subsonic/supersonic rounds (> 340m/s)
- Damage stats denoted as (amount)x(damage) refer to multiple pellets being fired from a single shot
- Building damage is colour coded depending on raiding viability
- Penetration refers to the starting penetration at maximum Bullet Speed
| Caliber | Name | Damage | Penetration | Building Damage |
Speed (m/s) |
Drag % | Tracer Color |
|---|---|---|---|---|---|---|---|
12ga Birdshot |
12x10 |
3 |
12x1 |
300 |
90% |
Brown | |
12ga Buckshot |
8x26 |
7 |
8x2 |
480 |
90% |
Brown | |
12ga Slug |
1x60 |
10 |
1x15 |
480 |
90% |
Brown | |
12ga AP Buckshot |
8x30 |
17 |
8x3 |
550 |
80% |
Brown | |
9x19mm FMJ |
20 |
10 |
1 |
320 |
15% |
None | |
9x19mm T |
23 |
13 |
1 |
345 |
12% |
Green | |
9x19mm AP |
26 |
15 |
1 |
360 |
10% |
None | |
.45 ACP FMJ |
30 |
10 |
1 |
250 |
12% |
None | |
.45 ACP HP |
33 |
10 |
2 |
270 |
10% |
None | |
.45 ACP AP |
36 |
15 |
2 |
300 |
10% |
None | |
5.7x28mm |
25 |
15 |
1 |
500 |
10% |
None | |
5.7x28mm |
27 |
15 |
1 |
550 |
10% |
Green | |
5.7x28mm AP |
30 |
20 |
2 |
600 |
10% |
None | |
9x39mm FMJ |
30 |
25 |
1 |
300 |
10% |
None | |
9x39mm SP-5 |
31 |
25 |
1 |
300 |
10% |
None | |
9x39mm AP |
34 |
30 |
2 |
300 |
10% |
None | |
5.45x39mm SP |
30 |
25 |
2 |
650 |
10% |
None | |
5.45x39mm PS |
32 |
27 |
2 |
660 |
10% |
None | |
5.45x39mm 7N22 AP |
36 |
30 |
3 |
680 |
10% |
None | |
7.62x51mm M61 |
40 |
32 |
3 |
700 |
10% |
None | |
7.62x51mm M62T |
44 |
35 |
4 |
750 |
10% |
Red | |
7.62x51mm M80 AP |
45 |
40 |
5 |
800 |
10% |
None | |
7.62x54mmR SP |
60 |
40 |
5 |
800 |
10% |
None | |
7.62x54mmR LPS |
64 |
42 |
6 |
850 |
10% |
None | |
7.62x54mmR AP |
68 |
50 |
7 |
900 |
10% |
None | |
75 |
0 |
150 |
60 |
95% |
Trail | ||
100 |
0 |
300 |
80 |
90% |
Trail | ||
125 |
0 |
400 |
100 |
90% |
Trail | ||
150 |
0 |
500 |
120 |
90% |
Trail | ||
150 |
0 |
400 |
120 |
80% |
Trail | ||
175 |
0 |
500 |
140 |
80% |
Trail | ||
200 |
0 |
600 |
160 |
80% |
Trail |
See also Magazines & Ammunition for a list of all items.