Any weapon ultimately inheriting from class MGun has an initSpeed of 900 instead of 0, making the magazine InitSpeed be ignored.
This makes the Grenade Machine Guns especially take a massive MV jump from a sedate 185 m/s for the 40mm grenade to the inherited weapon value of 900m/s.
Other weapons are also affected, but the differences for most machine guns are much smaller and less noticable. {F27829}
Description
Details
- Legacy ID
- 1898287843
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Config
Place a static Mk32 GMG and add the following to the init line:
this addEventHandler ["Fired", {hintSilent format ["Muzzle velocity: %1 m/s", vectorMagnitude velocity (_this select 6)]}];
Confirm by looking at the config for CfgWeapons >> MGun and CfgWeapons >> GMG_20mm in the config broweser. The initspeed will be 900.
Reproduction video https://www.youtube.com/watch?v=2ubsR0dnlAc
Event Timeline
Hello,
are you running game with any mods? If so please try to run the game without them.
Should you encounter this issue with a vanilla version of the game, please try to take a video of this issue (with the GMG for example).
Thank you
No mods. The issue is easily confirmed by just looking at the config browser for the GMG weapon.
You can also reproduce by putting down a static GMG and add the following code to its init line:
this addEventHandler ["Fired", {hintSilent format ["Muzzle velocity: %1 m/s", vectorMagnitude velocity (_this select 6)]}];
I have to correct myself. Vehicles are not affected, but Static weapons are.
I attached a repro mission. Just enter the static grenade launcher and the Hunter GMG as gunner and fire.
The static grenade launcher will fire the 40mm grenades at 900 m/s velocity, which is way faster than the intended value.
Here is parsed vanilla config with 'initSpeed = 900;' defined in MGun class:
http://configs.arma3.ru/154.133741/configfile/CfgWeapons/MGun.html
And as told in BI's CfgWeapons_Config_Reference:
"In A3 this has multiple usages. positive values override magazine initspeed with the fixed number."
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#initSpeed.3D0
Appears to be a problem with ammo simulation.
It looks like ammo with shotBullet uses weapon initSpeed, while shotShell and others ignore weapon initSpeed.