Reb’s Ballistics – Vanilla
A complete ballistics system overhaul using a ballistic calculator we built for the game. Finally, real military tactics are now viable in DayZ.
Ballistics System:
– All weapons, cartridges, and ballistic armor have been revamped based on the same ballistic calculations for maximum consistency and realism.
– Over 40 new ammo types, from birdshot to tungsten-core armor piercing, allow you to maximize the capability of your weapon for your mission.
– Much greater material penetration on all projectiles: bullets can penetrate one or multiple walls, or even a tree, depending on its weight, velocity, construction, and angle of impact.
– Bullets have correct weights and muzzle velocities, modelled from their real-life counterparts. Bullets retain energy better and have better damage at range, greatly extending the range from which you can 1-hit kill. Most bullets are capable of a 1-hit kill to an unarmored torso. The increased damage threat makes suppression fire a viable tactic.
– Barrel length affects bullet velocity, all weapons are modelled with correct barrel lengths and muzzle velocity, calculated from an equation derived from real-life data.
– Bullet damage is based on a (significantly) modified version of the Taylor knockout factor, since it uses the same variables that the game does.
– Bullet accuracy now relative to cartridge type. Pistol bullets have noticeably more arced trajectories than vanilla, particularly .45 ACP.
– Weapons now have correct weights, lengths, and rates of fire. Rate of fire is based on lowest cyclic rate to better improve accuracy, allow greater suppression time, and reduce ammo consumption.
– Weapon sway is now based on weight.
– Recoil per shot is based on a calculation incorporating cartridge size, bullet velocity, weapon weight, and barrel length for maximum consistency.
– Recoil and sway is significantly increased on weapons without three points of contact, i.e., pistols.
– Bullpups have slightly increased recoil but slightly reduced sway due to their center of balance.
– Gas-operated weapons have less recoil than those that are mechanically operated.
– All projectiles do uncon damage, meaning that by landing a rapid succession of hits on an armored player that does not "penetrate" their armor you can knock them out.
– Armor is accurately modelled. Every projectile has its own armordamage value. 7.62×51 M80 ball can be stopped by level 3 armor, for example.
– Non-ballistic vest models such as the Smersh vest and assault vest no longer have a ballistic armor value.
– Weapons and ammo renamed with real names.
– Ammo and magazine weights fixed to be more realistic. Vanilla made empty mags weigh way too much.
Ballistic info spreadsheet*: https://docs.google.com/spreadsheets/d/17AJO4yyQmEZbhIHihvygttAhm9T9nDS1EmWFamcCjM4/edit#gid=1065218054
*Note: ‘Caliber’ on this spreadsheet is simply an object penetration modifier, that’s just how the devs name it. *Caliber* is accounted for as cross sectional area in our equations.
Install like any other .pbo addon. I will include a typelist soon.
Compatibility – Vanilla bullets are modified and renamed, but new ammo types will not work in unmodified guns. Guns are modified play differently than modded guns and will not be balanced vs them. Modded ballistic armor that is not modified will have very unbalanced results. This is an ‘all in one’ system. A compatibility patch for some SNAFU weapons and MVS reworked will be up soon.
You may modify/repack as you like, we do not care.
RebsOldSkool is a realism server that runs these additions plus more unreleased content.
Server name: RebsOldSkool
IP Address: 172.93.100.182:2302
Discord: https://discord.gg/kx4FK8NPf3