Talk:Gun Spread Settings

From the Fallout3 GECK Wiki
Jump to navigation Jump to search

Testing Settings[edit source]

You should test how the settings impact the spread that you observe in the game before claiming settings are unused because their values don't make sense. The names are simply misleading, the values are indeed used. The run multiplier, if greater than 0, causes spread to increase if you are running. If I were to guess I would say that it is added to the spread value when running. The same can be said for the walking formula. The "base" values are simply unconditional multipliers in the spread formula, and them having a value of 1 means they do nothing to the spread chance. I have seen this trend before in both the critical chance formula and the damage formula.--SnakeChomp 05:53, 21 December 2008 (UTC)

I did some basic investigation. Clearly a real formula should be derived for this as the base/mult pairs do not act consistently. For example, it seems fGunSpreadIronSightsBase is a multiplier applied to the result of the calculations involving all other values, while fGunSpreadSkillBase is simply added to the spread value. I will try to find the real formula tomorrow.--SnakeChomp 06:18, 21 December 2008 (UTC)
In fairness, I did say probably. Updated with the most logical effects, based on your info.
--Quetzilla 06:32, 21 December 2008 (UTC)

Formula Derived[edit source]

I derived what should be the full formula today, Gun Spread Formula. I also added the defualt values for the game settings involved in the calculation onto the formula page, as it is convenient to have that information when looking at the formula. It does, however, duplicate information that is contained on this page. I'm not sure what to do about that... none of the other formula pages have a corresponding settings group page, so they don't have this problem. I think I'll ask about it on the community page--SnakeChomp 18:30, 21 December 2008 (UTC)