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5Rnd_127x108_Mag, initSpeed is too high.
Closed, ResolvedPublic

Description

Initial velocity of the bullets fired from this magazine is much too high. The 12.7x108mm fired from the Gepard series rifles should be closer to 860 m/s, at most in the low 900 m/s range. 1114 m/s is much too fast for this cartridge and would be impossible without resorting to another more powerful cartridge, or substantial changes such as flechette rounds.

Code:

class 5Rnd_127x108_Mag : CA_Magazine {

		scope = public;
		displayName = "$STR_A3_CfgMagazines_5Rnd_127x108_Mag0";
		picture = "\A3\Weapons_F\Data\UI\M_5rnd_127x108_CA.paa";
		count = 5;
		ammo = "B_127x108_Ball";
		initSpeed = 1114;
		sound[] = {"A3\sounds_f\dummysound", 31.6228, 1, 1600};
		reloadMagazineSound[] = {"A3\sounds_f\dummysound", 0.01, 1, 10};
		descriptionShort = "$STR_A3_CfgMagazines_5Rnd_127x108_Mag1";
		mass = 10;

};

Details

Legacy ID
556863093
Severity
Tweak
Resolution
Not A Bug
Reproducibility
Always
Category
Other
Steps To Reproduce

Inspect config.bin in weapons_f folder.

Event Timeline

Goose edited Steps To Reproduce. (Show Details)Mar 7 2013, 2:07 AM
Goose edited Additional Information. (Show Details)
Goose set Category to Other.
Goose set Reproducibility to Always.
Goose set Severity to Tweak.
Goose set Resolution to Not A Bug.
Goose set Legacy ID to 556863093.May 7 2016, 11:16 AM

It's the year 2025, details like this can be overlooked with simple explanation.

Goose added a subscriber: Goose.May 7 2016, 11:16 AM
Goose added a comment.Mar 7 2013, 2:35 AM

There's no reason not to correct it: it's only a tiny config tweak, and would take very little effort to correct. Simply type in the correct muzzle velocity for the Gepard Lynx and it would be fixed.

Upon more research, the correct muzzle velocity for the Lynx bullpup is about 780 m/s. The game has it firing almost 1,100 feet-per-second faster than in real life!

I want to see the correct capabilities for weapons in ArmA 3.

Thales added a subscriber: Thales.May 7 2016, 11:16 AM

We are very sorry, this issue was closed as no-bug.