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Archery Redux Part 1 (Arrows/Bolts) #28069
Archery Redux Part 1 (Arrows/Bolts) #28069
Conversation
Updates arrows to be far more sensible and realistic.
I am a huge fan of reworking the arrows to be a bit more straight forward. Looking over the spreadsheet, also a great job of putting this information together. A few pieces of questions/feedback:
Im really looking forward to this rework |
Glad you're looking forward to it, and I really appreciate the input.
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Remove "The format is: " before the summary to fix Invalid Summary line. |
Whoops! Never missed that one before. |
Ah i see now. Perhaps they could be
I dont think field points and bodkins perform the same in real life though. Perhaps from an accuracy standpoint but the longer and sharper point of the bodkin should have a higher grain and piercing ability. Despite that, I can get behind letting them be the same in game for ease. As far as finding them, bodkin points could still be made by hand at the forge but perhaps the recipe should be from a book. I see in the spreadsheet that you mention the non-craftable aluminum arrows. Is there a game reason to do that or is this more realism? I think by making aluminum ingots from aluminum cans and using a sand mold, a fairly usable aluminum arrow could be made with just the crucible and tongs. Also, the
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Dropping the "wooden" from "simple wooden arrow" isn't a bad idea, but I think I'd like to keep the main material in the name for now. If people are confused later on I'll look into changing it. If nothing else looking at the actual stats in the crafting menu/inventory should set people right easily enough. Field points and bodkins naturally aren't going to perform identically in real life, but they're close enough that I don't see a reason to make a distinction, and I'd like to make arrows spawn around the place a lot more, so realism there would be important. Personally, I think a small pipe extruder jig should be easy enough for the player to make, but I've talked back and forth about it with Kevin a fair bit and I think the plan is to wait until a lathe or more elaborate crafting tools are added so the player can make an accurate extruder jig that way, but if you can convince Kevin otherwise I'd be more than happy to make them craftable. |
Same as for arrows, but this time with crossbow bolts. Far more sensible.
A bit weird and all-over-the-place but hopefully won't ever really need to be changed again. Includes revised recipes for changed arrows, as well as removal of old metal arrows recipes pending the inclusion of an extrusion jig into the game.
"Arrow" is probably a typo. |
Fixed the arrow mentions, sadly the dangers of copy+paste strike again. I hadn't actually done the math, and that's a sad byproduct of the fact that proportional pierce isn't a thing yet. Once someone handles #27085 I'll apply appropriate proportional pierce values to all bolts and arrows and it will work out very nicely regardless of which bow or crossbow is used. |
The damn thing was in an entirely different chunk of the damn file.
Updates existing recipes for bolts, adds recipes for the handful of new bolts, and removes the recipes for aluminum bolts pending an extrusion jig.
Add "wooden" and "fire-hardened" where necessary.
Now that I've finished new recipes for arrows and bolts I'm happy that this is ready for merging (once properly reviewed and feed-backed, of course). |
Ive got 2 bugs ive committed to fixing but after that, I can look at handling the pierce aspect you mention in #27085 |
Isn't aluminum not very dense? Even if it can still provide enough weight to the front of the arrow, it wouldn't be as much as a metal-tipped one, meaning it wouldn't be as strong or accurate. Unless you mean an aluminum arrowhead is something between top heavy arrows and non top heavy arrows, so that it flies farther than a metal ripped arrow and is more accurate than an untipped one. |
TL;DR;
Interesting Things Below: I think we may have some social conditioning to think Aluminum is less dense than wood, even I at first thought this. But, doing a bit of googling, while the alloy does matter and what kind of wood, it appears that aluminum is a good bit more dense than wood. Here is a random chart showing density of some materials: Another showing the same: Hers another article that goes ahead and talks directly about weight: Lets work out the weight of an aluminum arrow shaft against the weight of a wooden arrow shaft. We can get density of materials from the links above. Now that we have density, we just need the volume of the arrow. We can get the diameter which is well explained here: And lets assume a 31inch arrow because why not. 31 inches is 0.7874 meters A hollow tube volume is calculated by pi * height * (outer radius ^2 - inner radius ^2) giving us a volume of 0.0000062137 m^3 (for just the shaft) A wooden shaft though would only have the volume of a cylinder. giving us a volume of 0.0000370243 m^3 Given that Density = Mass/Volume and Weight = Mass * Gravity where earth gravity is naturally 9.807 m/s^2, we can conclude that if pure aluminum is 2.7 10^3 kg/m^3 and seasoned wood from an oak tree is 600 - 900 kg/m3, and lets take the high end of 900 kg/m3, then we can normalize aluminum to 2700 kg/m^3 and get that a 0.0000062137 m^3 shaft has a mass of 0.01407699 kg or 14.1 grams. This gives us a weight of .138 KGMS/2 (aka Newtons) which is 0.03 lbs for the aluminum shaft. Pretty light! We can then take oak wood at 900 kg/m^3 and get that a 0.0000370243 m^3 shaft has a mass of 33.32 grams. This gives us a weight of .327N which is 0.07 lbs. So the wooden arrow is heavier because its a solid piece of wood BUT, we assume a lot here. Most professional arrows are cut from light and strong wood like cedar or pine, not oak. A white pine arrow of the same diameter would be 500 kg/m^3 in density giving us a total weight of 0.04 lbs. Also, aluminum arrows can have larger diameters and larger thicknesses, changing their weight. If we instead had an alumnium arrow with 16/1000 thickness and 23/64 diameter, we would get a total weight of 0.05lbs. To avoid most of this math, arrows are mostly measured in GPI (grains per inch) and each component contributes its grains to the total grain of the arrow. This allows a more normalized system across all the arrows. I think we may be predisposed to neglect aluminum because of our very thin and common applications of it in aluminum foil and aluminum cans All together, making aluminum arrows better than wood arrows should be at least within the realm of possibility if not just true in modern life. I think that makes it reasonable for aluminum arrows to be the upgrade to wood especially in the context of a cataclysm and what the survivor is capable of producing. |
To add to that, and cover the question directly, the aluminum arrows ingame are a hollow aluminum shaft with a steel tip, so they're very light, and very easy to add weight to. That said, wooden shafts are naturally going to be a bit rougher and have minor wood imperfections, while extruded aluminum is (mostly) homogenous. You get a stronger, lighter, more consistent arrow from aluminum, so that's represented ingame with higher durability and slightly lower dispersion. In addition, the aluminum arrows are commercially made, meaning their general quality level is higher. When they're made craftable, it will be with much more elaborate tool requirements. |
#28607 |
Soo will thing be merged? |
Some time after I take out the range values on the arrows/bolts so they don't crash the game and possibly fiddle the crafting recipes around a bit more. Currently I've got assignments for all 4 of my classes due on Monday, so that'll get done SoonTM. For the record I fully intend to continue/finish my redux, I'm just currently so bogged down in Uni work I don't have the time. |
Cool, looking forward to trying it out. |
APPARENTLY negative range values on ammunition makes the game outright crash. Weird but easy to fix. Removed range penalties (and adjusted up the dispersion on rubber blunt arrows, since it was a bit low).
Same as previous, but for bolts.
Removed the range penalties from bolts/arrows and (hopefully) fixed the file conflict. Not really sure what its issue was TBH. Good chance I screwed something up since it's 2AM but if I didn't, then this is probs ready for merging. (Spoilers, I did. But I fixed it.) |
I only drop my brackets in cute repositories. How you doin'?
Original changes didn't follow the correct lint style, so were making Gorgon fail. Ran the thing through the linter so it stops being a jerk. Apparently I'm just bad at this. Starting to consider just leaving and becoming a lumberjack.
NOW it should be okay. Bad code style was causing Gorgon to fail and nobody likes it when Gorgon fails. |
Trying to follow conservation of mass a bit better, though it's a very wasteful recipe.
Decided on a weirdly small amount of wire for this recipe the first time, fixed it now.
Fixed another merge conflict. It seems to just hate me. |
First part of my archery redux, focus on making arrows/bolts sensible so they don't magically make crappy bows/crossbows vastly more powerful.
Summary
SUMMARY: Balance "Make arrows/bolts more reasonable"
Purpose of change
Archery is all over the place at the moment. I'm trying to fix that, starting with the fact that arrows and bolts are weird, and high-quality arrows cause disproportionately high damage when used in a low power bow. Use of prop_damage should fix this nicely, though I'm still waiting on someone to resolve my prop_pierce issue.
Describe the solution
Basically all arrows and bolts are more reasonable, with emphasis on realism. Generally speaking, arrows use proportional damage rather than flatly adding damage, so that top quality arrows in a bottom quality bow don't make for unreasonably high damage.
Additionally, a better naming convention will make it much easier for players to recognise which arrows are superior, and what they should work toward to improve their damage output.
Additional context
Changes and their rationale are outlined here:
https://docs.google.com/spreadsheets/d/1wpuAk7F1fJ227yAgYbokwn7KxdEeOv-MGFvnnnW5s1Q/edit#gid=244216825