|
Snipers and other camping
bastards |
Actually, this is one Quake2
mod where I don't mind people who try to camp and snipe... as
a matter of fact it's awfully fun to have the occasional sniper
messing up the countryside with long range attacks. The limitation,
of course, is the amount of ammo that a sniper can carry, the
accuracy rules causing the sniper rifle itself to be the sniper's
weapon of choice, and, of course, the fact that you never heal
in this mod, which makes sitting still a very different proposition
than it does in other forms of Quake2.
I learned pretty early
on that it is very hard to be a full-time sniper who only lives
to nab the sniper rifle and hole up in some darkened loft with
long-range larceny in his heart. The major problem is that playing
over the internet causes enough lag or choppiness to make it
quite hard to hit anyone at range. Well, at least I suffer from
that problem... of course, I'm stuck way out in Montana, so I
might suffer from more latency than your average schmoe.
So, the trick is to find
a nice hidey-hole which is close to a vantage point. What I mean
by this is that you need a location close to where people come
up and stop to look around... with a favorite place being an
overlook or ledge of sorts. Our fearless sniper simply must wait
for silly folks to come up to that tantalizing spot and stop
for a look around, then pop the poor soul in the back with his
trusty rifle. Strangely enough, if someone is close by and doesn't
see your hiding spot, they tend to run up to the same spot to
look down at the body... which, of course, leads to a second
body joining the first.
The problems with this
lovely train of thought are many, the primary of which is that
many wary professionals only linger on the edge a moment before
moving on. I don't know how many times my ripe sniper shot whistled
through empty air just inches from the target because I fired
with a quarter-second of lag time over the net connection...
and they decided to start moving in the meantime.
Then the other parts of
the problem with sniping rear their ugly head. The best way to
snipe is with a silencer/flash supressor attached to your weapon,
otherwise several bad things happen at once. The first of which
is usually your target spotting the big flash from your rifle,
then proceeding to chase down your ass while you're trying to
get out of scope view. The other problem is that the sniper rifle's
distinctive sound will indicate to your target that you cannot
defend yourself very well... which, as above, leads to your ass
being shot full of lead as the enemy runs up and pistol-whips
you at point blank.
Finally, there is the fact
that most good sniping locations are pretty obvious, which means
that people will look there first to see if someone is being
a sneaky bastard. I don't know how many times I've nailed people
who decided to take to the overlooking towers in Prison76...
don't they realize how exposed they are up there?
This is all part of the
reason why I feel this mod is so fun and so well balanced...
no-one really minds if someone tries to camp out and snipe for
a while, because there is no way to dominate the game by doing
so.
-mr clark |
|
Silencers and Flash Supressors |
And now, for a brief departure
from game playing... I want to enter a brief technical discussion
on the silencer and the flash supressor. For those that don't
know what these are really designed for, a silencer is designed
to completely silence the gasses venting from the end of the
barrel of a weapon, while a flash supressor is merely meant to
contain the flash of incandescent gasses that are carrying the
projectile out of the muzzle of the gun.
Sound waves propogate through
the air at 1130 feet per second under normal conditions and pressures.
Any object that travels faster than the speed of sound will create
a sonic boom, and the path of the projectile itself will be sort
of a "continual sound" that starts from the muzzle
of the barrel and terminates at the impact point of the bullet.
As is indicated on the
information page of this site, the H&K MP5/10 and the Sig
Sauer SSG 3000 both shoot a bullet faster than the speed of sound,
which means that attaching a silencer to the end of either of
these weapons would quiet the explosion of gasses from the muzzle
quite a bit, but could do nothing to quiet the supersonic crack
of the projectile as it passes through the air.
A flash supressor, on the
other hand, was never intended to quiet the gun... any such effect
is secondary. It's primary purpose is to minimize the amount
of muzzle flash caused by the escaping gasses. In truth, the
flash supressor was not originally designed so that it would
conceal the location of the person firing a weapon so equipped...
rather it was constructed so that a person firing a weapon at
night wouldn't be blinded by his own flashes and hence be worthless
for the remainder of the fight. Just one flash from the muzzle
of a pistol or rifle is enough to cause the iris of the eye to
contract such that a person simply cannot see anything in darkened
conditions for several minutes.
While a flash supressor
does minimize the amount of flash visible, it only does so from
the sides and rear. Anyone in front of the weapon can still see
into the hole on the end of the supressor and see the incandescent
gasses during firing of the weapon. But, rather than a large
globe of lit-up terrain, there is just a blinking dot on the
end of the supressor to indicate the location of the firing person.
I think it would be interesting to implement this in code, such
that someone firing with a supressor or silencer would still
show a dot of flash if being faced head on.
Finally, the size of a
silencer or a flash supressor must be rather larger than shown
on popular television. The supressors designed for combat rifles
by the military are upwards of twenty-four inches in length and
add up to ten pounds of weight to the muzzle of the gun. They
are bulky and awkward... and for a silencer, it is only good
for a few shots, then the internals becomed gummed up with the
powder residue and it begins getting louder and louder, although
still not nearly as loud as a weapon without a silencer.
Do I want to change ActionQuake
to reflect any of these real-world facts? Probably not... we're
looking to have fun, not to train for the next FBI field day.
-mr clark |
|
Squat down, man! |
It's strange... even though
I'm well aware of the accuracy rules, I rarely find myself crouching
down in order to squeeze off a few better shots. This might be
partially due to the fact that everyone seems to be running around
at breakneck speed, and squatting down doesn't help you much
when you're whipping your mouse around wildly in order to try
to get a bead on someone.
Of course, it might be
a bit different if you had a gang war... say a level set up with
two distinct sides, and the special items and weapons scattered
out in the no-man's-land in the middle. Who knows, perhaps then
you could have small fireteams moving around, squatting behind
cover and covering each other's backs.
The problem is, it seems
that most people tend to shoot towards the middle of the body,
and when you squat down your head is right on the most common
plane of bullet trajectory. I swear, every time I duck down to
be all sneaky and tactical, I get headshot.
It would be awfully nice
if the mod were programmed to let you go completely prone and
crawl. Although I can just see myself crawling around being all
stealthy and having some fool run up and shoot me in the back
while standing over me. Then there's the problem that your bullets
tend to come from the bottom of the screen, which means that
you can peek over a nice little obstacle, line up and squeeze
the trigger, and shoot the crate just inches in front of you.
Very annoying. There's got to be a way that could be fixed...
sheesh, if I can see someone unobstructed over an edge, I should
be able to shoot them without any problem.
It should be a good tactic
to duck down behind cover in order to minimize the body area
exposed while still being able to return fire. Instead it seems
that your screen view comes from the center of your chest. If
you examine how you hold a firearm in relation to your eyes,
the gun is on the same level and perhaps a bit to the right (or
left, depending upon your handedness), especially if you are
looking through a scope.
Now, I understand that
we could possibly just be shooting from the hip with all these
weapons, but that's kind of silly. I can see shooting from the
hip with the MP5, but not with a pistol, and especially not with
the Steyr sniper rifle! Additionally, where you hold your weapon
would change considerably when you are crouching.
Perhaps I can persuade
enough people that the code can be changed a little... (if possible),
because I feel that there are some tactics that would come into
play a lot more if the game engine would allow for it better.
And maybe, just maybe....
if you crouch down stationary with a flat surface directly in
front of you, perhaps we could be 50% more accurate for being
able to rest our weapon in a bench rest fashion?
Just a thought...
-mr clark |
|
Grenades and other serious
explosives |
In our continuing lecture
on real world physics, our trivia-ridden host will toss out some
information on minor incindiary and fragmentary charges.
I love explosives... and
I especially love getting the odd frag with one. Even better,
occasionally you can manage to get two or three people with just
one grenade, which will leave you smiling for a good half hour.
However, there are a few points to ponder with ActionQuake's
grenade modelling... and I intend to bring them up for discussion.
Note: this next bit was
fixed in V.95
Firstly, although most
handgrenades contain a chemical fuze that "burns" in
some fashion or other in order to have a foolproof timer for
the explosive charge, I seriously doubt if many of the grenades
produced world wide actually smoke while the fuze activates.
Hence, I don't understand why, other than the obvious reason
that it's kind of cool and is easier to spot, they decided to
make grenades smoke when you throw them in ActionQuake.
I personally feel that
it would be far more reasonable to have no smoke, such that people
would have to listen for the sound of the grenade hitting the
ground and be careful to spot it's small shape when it's thrown.
All too often the people I'm trying to frag get away clean because
they easily see the trail of smoke, know where the grenade landed,
and are able to run out of the blast area in time.
Other than that the grenade
seems pretty decent. But, for your personal edification, I'll
explain a bit more about how the grenade does it's dirty work.
When a grenade explodes
it's internal packing of a TNT-derivative material shatters it's
specially designed metal casing into thousands of tiny pieces
of shrapnel. The shrapnel alone can kill for as far as it can
travel (reasonably), which means that you could be killed by
a fragment a city block away. Of course, the closer you are to
the epicenter of the explosion, the denser the flying fragments
are, and thus the more assured you will be to be dead. Of course,
if you are hiding behind a steel plate just five feet away from
the explosion, you could be untouched by shrapnel, provided that
the fragments didn't penetrate the plate.
However, any explosion
of size will cause a air pressure shockwave that can kill as
quickly as a bullet. The expanding gasses of the vaporized core
of the grenade compress the air around in a sphere that expands
outward very rapidly. A shock wave will not propogate nearly
as far as the fragments will fly, but, of course, the damage
and kill zone for the shock wave will be dependant upon the size
of the explosive charge and the force with which it explodes.
This means that a person
hiding behind a metal plate just five feet away from a grenade
may still be killed by the air pressure wave that flows outwards
and around the plate. The compression of the air molecules can
reach the density of steel, which means that being close enough
to an explosion can be like getting hit by a steel wall travelling
at or faster than the speed of sound. It's enough to pop the
eyes out of your head and cause bleeding from soft tissue areas
at the very least.
Once again, this is all
very interesting, but should it be in ActionQuake? Well, perhaps
it should... I do think it would be quite neat to have a semi-transparent
shockwave that expanded out from the grenade for ten or twenty
feet. The shockwave would do damage regardless of cover, while
fragmentation damage could be nullified by cover.
Aren't you excited to be
learning all this stuff?
-mr clark |
|
Kevlar Vests |
Nothing is quite so misunderstood
as the "bulletproof" vest. While anyone and everyone
knows that police officers wear them, and have their lives saved
by them, most people assume that wearing one will make you practically
invincible. Well, let's just start out by saying that a bullet
travelling at 900 to 1200 feet per second isn't just going to
bounce off without leaving a mark.
Kevlar is a very tough,
durable woven material that can absorb massive amounts of energy
before tearing. However, anyone who has examined the topic of
armor at all will tell you that it all depends upon what hits
the target, how hard it hits the target, and at what angle it
hits the target.
Kevlar vests are made of
dozens of layers of kevlar weave. A small bullet striking such
a vest at an angle would likely deflect, causing deformation
of the material, but not penetrating much. A small bullet striking
straight-on would more likely tear through several layers and
deform the vest seriously before expending it's energy.
Composition of the projectile
also makes a difference. Soft lead projectiles deform quickly
and expend much energy as heat in the deformation process, which
is good if hitting flesh since the deforming and mushrooming
bullet will cause more damage and impart more knockdown force
to the target. A completely jacketed bullet has a copper casing
that gives extra strength to the skin of the bullet. This causes
the bullet to deform less initially, allowing it to penetrate
farther before it breaks up. Such a jacketed bullet would penetrate
farther through the kevlar layer, perhaps even passing completely
through them, although the bullet would be greatly slowed. Note
that fully jacketed bullets aren't good against unarmored targets,
for unless the bullet strikes the skeletal structure it will
pass through flesh making a small, neat hole and not deform at
all.
Hollow point jacketed bullets
are a hybrid of different purpose. They are designed for stopping
the unarmored target, for the hollow point design splits down
the center radially upon impact and deforms massively. Such a
bullet would penetrate a kevlar vest even less than a solid lead
slug.
Additional forms of jacketing
or slug material have been used, including extremely heavy and
dense depleted uranium slugs, which slice through most armors
like it were nothing.
But back to the vest itself.
When a projectile strikes the vest the energy of the bullet is
transferred to the vest in the form of a little heat and a lot
of kinetic force. This force travels through the vest and is
transferred to the wearer, although the vest itself absorbs a
little of the energy. The important part is that the surface
area of the nose of the bullet, probably just a couple tenths
of a square inch, transfers it's energy to the vest and is spread
over several tens of square inches, meaning that the body underneath
can absorb the energy without the tissue being sliced straight
through as a bullet would without the kevlar vest.
However...
Even the force of a small
bullet, say from a .22 rifle, is enough to bruise a large area
and perhaps knock the person down if they aren't braced for the
impact. Being struck by a 230 grain bullet travelling at speeds
of 900 to 1200 feet per second, such as from the weapons used
in ActionQuake, is enough to cause massive bruising, momentary
loss of orientation, and possibly even rupturing internal organs
and breaking bones.
A bullet travelling at
twice the speed of sound, such as the bullet from the Sig Sauer
SSG 3000 is enough to penetate straight through the kevlar material.
A glancing shot would at least knock a person down and cause
severe bruising and perhaps breaking a few assorted local parts
of the skeleton.
What does this mean for
ActionQuake? Not much for now... but I put the information here
for people to read and think about. Perhaps in the future something
will be done with this knowledge, but for now we can stick with
the mod the way it is... because it's just too damn fun.
-mr clark |
|
The M4 Combat Carbine |
The M4 combat carbine is
part of the M16 family of combat rifles designed for the US military.
Originally prototyped as the AR-15 by Armalite in 1963, this
weapon was adopted by the military for widespread use despite
it's many shortcomings, which I will detail a few of in this
short essay. To be honest, the M16 family is not among the best
of military weapons, although they have proven reasonably capable
in their years of service.
To begin with, military
specification weapons are not typically as accurate as civilian
weapons. This is not true, of course, of specialty weapons, such
as the bolt action rifles that the marines use for sniping. However,
for mass production weapons such as the M4, the tolerances within
the receiver of the weapon are greater than that of a civilian
grade rifle. The reasons for this are because of the circumstances
of war... the military wants a weapon that does not jam or fail
to cycle when using dented, dirty, or corroded ammunition. So
the action of a weapon must be slightly larger to allow for damage
and defects within the ammunition it uses.
The receiver of the M4
has a recessed bolt face, which allows the ejector claws to seat
the cartridge more squarely into the center of the chamber of
the barrel, which means that despite the higher tolerances within
the action, the rifle still maintains a modicum of accuracy.
However, this is also dependant upon the tolerance of the recess
within the bolt face itself, which may be a touch oversized too.
The AR-15 design uses a
gas tube running back along the barrel to work the action, as
opposed to the other prototype they designed at the same time,
called th AR-18. The AR-18 has a piston arrangement, where the
gas pushed a short cylinder that moved a rod back and forth which
worked the action of the weapon. The AR-15 design is simpler
to create, and has less moving parts, but suffered from a drawback
that wasn't realized during the testing of the weapon.
Military grade ammunition
uses round powder that has a plastic-like coating. The powder
has round grains because it will pack evenly into a shell, where
other types of powder can stack differently depending upon the
shape of the powder grains. This is mostly a manufacture consideration,
since round powder was picked since it didn't jam the machines
that were mass producing the billions of rounds of ammo.
Furthermore, the real effect
of the problem wasn't realized until large quantities of this
type of ammunition was fired through M16 rifles in a very humid
environment. As you may already be able to guess, that humid
environment was the jungles of Vietnam.
The problem is that in
a humid environment the plastic coating of the powder will build
up over time within the gas tubes of the weapon, especially with
the vast amounts of ammunition that were fired through these
weapons in the combat situations seen in Vietnam. Once enough
plastic built up on the gas tubes, the weapon's action simply
wouldn't cycle correctly and the weapon would jam... permanently.
Without a good ten minutes to strip the weapon and run rods through
the gas tubes to clean them out, the weapon was simply non functional...
no amount of banging on the weapon would clear this sort of jam.
A great many men died in
the jungles of Vietnam because their M16 failed in this fashion.
Another problem with the
M16 is the bullet size, which is basically a .223 caliber round,
with the problem being that at optimal bullet speed and rotation
for accuracy, the bullet would make a clean wound straight through
the human target without causing the type if knockdown and tissue
damage that would incapacitate. Basically, the bullet will pass
right through soft tissue, making a nice clean entry and exit
wound without expanding or tumbling. This is wholly unsatisfactory,
of course, because if you manage to hit the enemy, you want them
to stay down and out of the action.
So the M16 family is rifled
with a barrel that has one complete twist every seven inches,
which is an extremely fast twist. Study of ballistics reveals
that there is an optimal rotational speed for a projectile, where
going slower doesn't stabilize a bullet enough, and spinning
too fast destabilizes a bullet by converting a bullet's internal
vibration back into pitch and yaw.
Every bullet picks up vibration
upon being fired, as it initially jumps from the brass to the
rifling it has pitch and yaw that is converted to vibration as
it begins to spin down the rifling of the barrel. Additionally,
the entire barrel itself vibrates like a tuning fork, with thicker
barrels vibrating less than lighter, thinner barrels. Note that
the M16 has a very light barrel, but has bands of metal around
the barrel at the harmonic nodes of the metal, significantly
reducing the amount of harmonic vibration along the length of
the barrel. Note that there are variations within the M16 family
with the HBAR designation, meaning Heavy Barrel Automatic Rifle,
which are merely versions that have heavier barrels for greater
accuracy.
Nonetheless, a bullet has
vibrational internal energy which converts back into pitch and
yaw as the bullet exits the muzzle of the barrel. This pitch
and yaw can be minimized by rotation of the projectile, which
is the whole purpose of rifling. Note that air flow also causes
vibration and variation of the bullet path, however the boat-tail
design of the projectile minimizes the amount of drag and turbulence
behind the bullet. Optimal rotation of a bullet allows the bullet
to fly like a perfectly thrown football, rotating around it's
center of mass without significant wobble.
However, a bullet that
is rotated faster than this optimal angular speed will begin
to pick up wobble again. The military purposefully designed the
M16 to over rotate the bullet in order to destabilize it, which
causes the bullet to fly relatively straight, although the bullet
is wobbling about it's axis as it continues in it's trajectory.
This means the bullets
will strike the target on a slightly oblique heading even though
the bullet is traveling in a straight path. This causes the bullet
to tumble through the target tissue, causing great damage and
perhaps even shattering the bullet within the body it hits.
Earlier wars typically
saw weapons of .30-06 caliber, which is a much more massive slug
traveling at slower speeds. (Well, at least they were traveling
at slower speeds in those days.) These large calibers do not
need engineering gimmicks such as over rotation to provide the
knockdown and damage potential required. They pack a hell of
a wallop by their very nature.
However, the tradeoff is
a heavier weapon, and heavier ammunition. The military wanted
to give the soldier a convenient weapon that they could pack
lots of ammunition for. In general, the M16 family has served
adequately, although certainly not being the best or most reliable
weapon that is available.
On a side note, it was
pointed out that if the military had used the same rifles from
World War 2 in Vietnam, they may have been much better off, for
the sheer size and weight of the weapon was such that the small
stature of the Vietnamese couldn't have easily held or carried
such a weapon. (I have to agree that the M1 and M2 are quite
barrel heavy and you need a bit of upper body strength to aim
them.)
Actually, a better choice
for reliability and power is the FN-FAL, but since the M4 is
already in AQ2, I guess we're stuck with it. And so, we conclude
another brief foray in the wide world of weapons history. I hope
you're taking notes!
-mr clark |
Here is an excerpt from
an email I received...
As a former Personal Weapons
Instructor and Range Officer in the Canadian Armed Forces, I
appreciate the work you have done on your site to educate and
dispel some of the myths associated with "real" weapons.
I find Action Quake to be the closest to a real shootout I have
ever experienced and share your enthusiasm in "improving"
the experience to be as realistic as possible.
That being said, I disagree
with your description of the inaccuracy and poor stopping power
of the M16 series of rifles versus the older FAL style "battle
rifles". In addition, having used both in operational theatres
and on the range, I would much prefer carrying the lighter and
more compact M16a2 (C7a1 in Canada) over the FAL any day. Apart
from weight (of the ammo and of the weapon), the M16 series is
far superior to any "battle rifle" for the following
reasons:
The 5.56mm NATO (SS109)
round used by the M16 series is superior for an assault rifle
type weapon because more rounds can be held in the magazine.
It also produces less recoil and less flash, making the M16 controllable
when fired in the automatic mode (3rb or full auto). Also, having
less recoil, the 5.56 mm round can be fired rapidly in semi automatic
mode, allowing for quick follow-up shots without disturbing aim
drastically.
The performance of the
bullet is also very similar to performance of a 7.62mm round
at typical engagement ranges (under 400 metres). Both will penetrate
body armour (helmets and vests) at this range and both are capable
of penetrating upwards of 10mm of steel armour plate. Contrary
to your reference about rifling and bullet stability, 5.56mm
rounds do
not tumble in mid flight and this is largely due to the fact
that in the A2 series of rifles, the rifling has been reduced
to a 1 in 10 ratio and modifications to the SS109 NATO round
have given it greater inherent stability. Furthermore, the velocity
of a 5.56mm round over 400 metres is nearly 30% higher than that
of a 7.62mmNATO round which means shorter flight times, flatter
trajectory and greater accuracy.
Wounds produced by 5.56mm
ammunition are also far more deadly and damaging than those produced
by 7.62mm ammunition. The major reason for this is that the velocity
of the bullet, coupled with its inherent instability cause the
bullet to tumble and fragment upon entering a target. This is
where 5.56mm bullets tumble, not in the air. Wounds produced
by 7.62mm ammunition are comparatively smaller and less damaging
as the bigger, slower, more stable bullet typically drills a
hole through its target without "exploding" as 5.56mm
ammo tends to do.
But 7.62mm ammunition continues
to be used for specific applications and there are good reasons
for this, mostly in sniper and machinegun roles. The 7.62mm bullet,
at ranges over 400 metres is more accurate, less likely to tumble
or be redirected by crosswinds and retains more of its energy
at longer ranges.
A note about the M4 (C8a1
in Canada). As a tank crew member, we carried these little nasties
exclusively. They are almost identical except in size and weight
and have a higher rate of full auto fire (800 rounds per minute
versus 700 for the rifle version). By the way, Canadian rifles
are not fixed to fire 3 round bursts like the American versions.
On the range, we were always able to match the Infantry (with
their full size M16s) round-for-round in accuracy and timed shooting.
On the Close
Assault ranges (where you engage targets at under 40 metres in
rapid succession while moving) we usually beat them--it really
pissed them off. The compact size and handiness of this weapon
can't be beat and as long as you fire short bursts, you'll shred
anything you aim at.
The saying goes, "If
you know you're going to a gun fight, leave your pistol at home
and bring a shotgun, submachinegun or assault rifle." Make
mine a C8a1.
Doc Neutron |
Here is my response...
I will post portions of
your message as a counter-point to my own statements. Please
note that most of these observations are regarding the original
issue M16 as it saw combat in Vietnam. There have been marked
improvements in the weapon since that time.
I will agree that the additional
ammo load is a great boon, and, of course, was the reason the
5.56 caliber was adopted in the first place. Additionally, the
M16 family are very light and compact weapons as compared to
the larger battle rifles... which does weigh favorably with the
men that have to tote them around the battlefield.
I'm going to have to re-read
what I wrote up, because I don't think I said the bullet tumbled...
but more it wobbled about it's axis of rotation. This wobble
is very minute, and is present in every bullet that travels out
the end of any barrel. Velocity, angular rotation, drag, and
mass all factor in to how a bullet tavels through the atmosphere,
and although these factors can be balanced and optimized, they
can never truly cancel out the wobble of the projectile. The
problem is that the barrel itself vibrates with the sudden release
of energy... a vibration which will be transferred to the bullet
no matter what. This being said, I'll have to stipulate that
a fractional variation in the wobble of a bullet will have exponential
effect on the target mass. To be more precise, the greater the
angle of incidence from a line parallel to the path of bullet
travel, the greater the "randomness" (or deviation)
of the bullet tumble and path through the target body. This assumes
a homogenous medium, which, of course, the human body is not...
so even greater deviation of path within the body occurs due
to the changes in density within the tissues and bones.
At any rate, the pros and
cons of each weapon are biased by the fact that some people prefer
the more compact carbines and rifles, and some prefer the larger
rifles... and no amount of statistical analysis will change their
opinions about the weapons they love. I will state that in general
there are no military weapons that I prefer over all others...
but I am more partial to the older battle rifles if pressed on
the matter.
-mr clark |
|