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* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
66 lines
2.2 KiB
Plaintext
66 lines
2.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Calculate the cooling down of a weapon over a time interval.
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*
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* Arguments:
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* 0: Initial temperature <NUMBER>
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* 1: Barrel mass <NUMBER>
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* 2: Time interval <NUMBER>
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*
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* Return Value:
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* Final temperature <NUMBER>
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*
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* Example:
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* [_temperature, _barrelMass, _totalTime] call ace_overheating_fnc_calculateCooling
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*
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* Public: No
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*/
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params ["_temperature", "_barrelMass", "_totalTime"];
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if (_temperature < 1) exitWith {0};
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// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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if (_totalTime > 1800) exitWith {0};
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//AR-15 (0.00570m bullet diameter) (barrel diameter usually 0.75" or 0.008255m radius)
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//Steel Denisty = 7850 m^3 / kg
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//Area of a cylinder (2/r)*(Pi * r^3 + V) - for a 0.008255m radius barrel -> Area = 210(1/meters) * Volume
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//Adjusted volume for being hollowed out is ~1.1x
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//So Area = 210 * 1.1 * (mass / 7850) = mass * 0.029427 (for steel near that diameter)
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private _barrelSurface = _barrelMass * 0.029427;
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private _convectionRate = 25;
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//provide additional cooling if swimming or raining or windy
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if (ACE_player call EFUNC(common,isSwimming)) then {
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_convectionRate = 500;
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} else {
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// this will give a convection rate between 25 (no wind or rain) and 125 (max rain and >=50 m/s wind)
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_convectionRate = _convectionRate * ((linearConversion [0,1,rain,1,5,true] + (5 min (vectorMagnitude wind / 10))) / 2);
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};
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TRACE_4("cooling",_temperature,_totalTime,_barrelMass,_barrelSurface);
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private _time = 0;
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while {true} do {
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private _deltaTime = (_totalTime - _time) min 20;
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_temperature = _temperature - (
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// Convective cooling
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_convectionRate * _barrelSurface * _temperature
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// Radiative cooling
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+ 0.4 * 5.67e-8 * _barrelSurface * ((_temperature + 273.15) ^ 4 - 273.15 ^ 4)
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) * _deltaTime / (_barrelMass * 466);
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if (_temperature < 1) exitWith {0};
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if (isNil "_temperature") exitWith {
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diag_log text format ["[ACE] ERROR: _totalTime = %1; _time = %2; _deltaTime = %3;", _totalTime, _time, _deltaTime];
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0
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};
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_time = _time + _deltaTime;
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if (_time >= _totalTime) exitWith { _temperature max 0 };
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};
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