ACE3/addons/overheating/functions/fnc_overheat.sqf
PabstMirror 462e37e6d1 Update Heating / Cooling physics numbers
Attempting to update numbers based on real physics.
Effects will increase heat generated per shot and decrease cooling
- ~1.333x increased heating
- ~1.45x less cooling
2015-12-28 21:01:56 -06:00

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/*
* Author: Commy2 and esteldunedain
* Handle weapon fire, heat up the weapon
*
* Argument:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 3: Muzzle <STRING>
* 4: Ammo <STRING>
* 5: Magazine <STRING>
* 6: Projectile <OBJECT>
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
TRACE_4("params",_unit,_weapon,_ammo,_projectile);
//Only do heat calculations every 3 bullets
if (((_unit ammo _weapon) % 3) != 0) exitWith {};
BEGIN_COUNTER(overheat);
// Get physical parameters
private _bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
if (_bulletMass == 0) then {
// If the bullet mass is not configured, estimate it
_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
};
//https://en.wikipedia.org/wiki/Physics_of_firearms - Projectile motion is roughly equal to Barrel heat
//Muzzle Engergy = 1/2 * m * v^2 (1/2 * 0.001 g/kg * bulletMass (grams) * v^2)
//Multiple by 3 becase we only calc every 3rd bullet: (3 * 1/2 * 0.001) = 0.0015
private _energyIncrement = 0.0015 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
TRACE_2("heat",_bulletMass,_energyIncrement);
[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature);
END_COUNTER(overheat);