How do I find the Rate of Fire in a weapon? -.-
How do I find the Rate of Fire in a weapon? You would think it would be extremely easy, but it's not.
For all of these formulas:
X = bullets
Y = time in seconds
RoF = Rate of Fire (Rounds Per Second)
For all the weapons below I'll use information from the MP5, here is what I know:
Empty Clip Time: 2.3 seconds
Bullets in each magazine: 30
Originally I did this:
X/Y = RoF
30/2.3 = RoF
13.04347826 = RoF
But then was told that was wrong.
Then I was told this was right:
(X-1)/Y
(30-1)/2.3
12.60869565 = RoF
But I didn't think that sounded right, so I went looking for another formula.
I was then told that this was right:
[X'2]/2 = RoF
Where '2 is an indicator that you only shoot for 2 seconds.
I can't figure out how to do this one on my own, as I can't know when I've been shooting for exactly 2 seconds and therfore when to stop, and even then it would stop in the middle of 2 shots and you don't know exactly where it stopped there, so the RoF will always be off.
Is it really this difficult!?? All I want to know is the rounds per second!
someone please help me and tell me the right way to do it, however don't attempt it if you aren't strong in math.
For all of these formulas:
X = bullets
Y = time in seconds
RoF = Rate of Fire (Rounds Per Second)
For all the weapons below I'll use information from the MP5, here is what I know:
Empty Clip Time: 2.3 seconds
Bullets in each magazine: 30
Originally I did this:
X/Y = RoF
30/2.3 = RoF
13.04347826 = RoF
But then was told that was wrong.
Then I was told this was right:
(X-1)/Y
(30-1)/2.3
12.60869565 = RoF
But I didn't think that sounded right, so I went looking for another formula.
I was then told that this was right:
[X'2]/2 = RoF
Where '2 is an indicator that you only shoot for 2 seconds.
I can't figure out how to do this one on my own, as I can't know when I've been shooting for exactly 2 seconds and therfore when to stop, and even then it would stop in the middle of 2 shots and you don't know exactly where it stopped there, so the RoF will always be off.
Is it really this difficult!?? All I want to know is the rounds per second!
someone please help me and tell me the right way to do it, however don't attempt it if you aren't strong in math.
Comments
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GodsGunman wrote: »How do I find the Rate of Fire in a weapon? You would think it would be extremely easy, but it's not.
For all of these formulas:
X = bullets
Y = time in seconds
RoF = Rate of Fire (Rounds Per Second)
For all the weapons below I'll use information from the MP5, here is what I know:
Empty Clip Time: 2.3 seconds
Bullets in each magazine: 30
Originally I did this:
X/Y = RoF
30/2.3 = RoF
13.04347826 = RoF
But then was told that was wrong.
Then I was told this was right:
(X-1)/Y
(30-1)/2.3
12.60869565 = RoF
But I didn't think that sounded right, so I went looking for another formula.
I was then told that this was right:
[X'2]/2 = RoF
Where '2 is an indicator that you only shoot for 2 seconds.
I can't figure out how to do this one on my own, as I can't know when I've been shooting for exactly 2 seconds and therfore when to stop, and even then it would stop in the middle of 2 shots and you don't know exactly where it stopped there, so the RoF will always be off.
Is it really this difficult!?? All I want to know is the rounds per second!
someone please help me and tell me the right way to do it, however don't attempt it if you aren't strong in math.
The first formula should be correct, because rate of fire would be calculated by rounds per second.
30 rounds by 2.3 seconds = RoF in rounds per second.
However most people calculate rounds per minute so you would have 30/2.3 x 60 for RpM -
The first formula should be correct, because rate of fire would be calculated by rounds per second.
30 rounds by 2.3 seconds = RoF in rounds per second.
However most people calculate rounds per minute so you would have 30/2.3 x 60 for RpM
First off I don't care about what people use irl, I know it's normally rpm but for a video game that is a useless measurement, rounds per second is a lot more practical for what I'm doing.
Second, I wish it were as simple as you're making it out to be, however I want the constant rate of fire. I'll give you an example:
I shoot bullet 1 at 0 seconds
I shoot bullet 2 at 1 second
I shoot bullet 3 at 2 seconds
I shoot bullet 4 at 3 seconds
As you can see, the bullets per second is 1 bullet per second, however if you divide bullets by seconds here you can see it doesn't give a RPS of 1.0
I thought what I was told next would solve the problem, however if you subtract 1 bullet from the magazine and just continue on like that, your numbers will be off. Example:
I subtract 30-1 to get 29 and do 29/3.7
Well I'm going to be off on the result, however I'll be even more off if I do this:
Subtract 7-1 to get 6 and do 6/1.3
Do you kind of get what I'm saying? -
After thinking about this for 10 minutes...I've gotten no where... It seems like no matter how you get bullets per second, it will always be slightly off because the first bullet has no "wait" to fire. So if you were spraying, the first 10 bullets would shoot faster than the next ten, right? I'm going to think about it while I play some Crossfire...
-
Actually it looks like this is calculus, I'm going to try and see if I can use the definition of derivatives for this.
*EDIT* Dammit I can't remember how to do this... trying to figure it out online isn't helping either.
I figure that this has something to do with limits, since as the numbers for bullets and seconds get larger, the number that gets closer to 1. I do remember that would mean the rounds per second here would be 1, which means that this would actually work... I just have to test it with other numbers to see if I've found the answer.
*edit again* GRRrrr I can't figure this out. It seems I can only use limits if I already know the rate of fire. -
So I just further tested the theory that just subtracting 1 bullet from the magazine would solve the problem, here's what I found:
This was a real test using the G36K.
(30-1)/2.6 = 11.15384615
(22-1)/1.88 = 11.17021277
(6-1)/0.44 = 11.36363636
So as you can see, that method doesn't work.
I actually JUST figured out something else too. For the G36K, the rounds per second would have to be between:
30/2.6 which is equal to 11.53846154
and
29/2.6 which is equal to 11.15384615
It's rather hard to explain considering I'm not that strong in math, however if you understand what I mean then you should see my point.
Until I can figure out a way that would give me a value between those two, I think I will just use the median.
That means for the G36k, the RPS is about 11.34615385 -
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GodsGunman wrote: »So I just further tested the theory that just subtracting 1 bullet from the magazine would solve the problem, here's what I found:
This was a real test using the G36K.
(30-1)/2.6 = 11.15384615
(22-1)/1.88 = 11.17021277
(6-1)/0.44 = 11.36363636
So as you can see, that method doesn't work.
I actually JUST figured out something else too. For the G36K, the rounds per second would have to be between:
30/2.6 which is equal to 11.53846154
and
29/2.6 which is equal to 11.15384615
It's rather hard to explain considering I'm not that strong in math, however if you understand what I mean then you should see my point.
Until I can figure out a way that would give me a value between those two, I think I will just use the median.
That means for the G36k, the RPS is about 11.34615385
FFS wrong once again. I really do not know how to do this, someone help me -.-
If what I figured out was true, then that means an m4a1 with 30 bullets would do 10.172 rounds per second, and an m4a1 with 38 bullets would do 10.135 bullets per second, which is wrong, because all m4a1s have the exact same rounds per second except for the custom crystal.
Someone help me I can't figure this out :'( -
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Post me the time it takes to fire 80 rounds for RPK and 40 rounds for RPK. I'll use that as my base to solve this. (To get the 40 rounds just fire the RPK intill it has only 40 rounds left then time test it like if you were shooting the whole clip). Once I find a formula that gets the same answer for both 80 rounds RPK and 40 rounds RPK we'll know it.
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Post me the time it takes to fire 80 rounds for RPK and 40 rounds for RPK. I'll use that as my base to solve this. (To get the 40 rounds just fire the RPK intill it has only 40 rounds left then time test it like if you were shooting the whole clip). Once I find a formula that gets the same answer for both 80 rounds RPK and 40 rounds RPK we'll know it.
With 80 bullets it takes 8.7 seconds to unload
with 40 bullets it takes 4.3 seconds to unload
that's kind of odd, it should be exactly half, but it's not.
I tried firing the m4a1 gold awhile ago when it had 30 bullets left, and it came out to the same empty clip time as the regular m4a1 -
GodsGunman wrote: »With 80 bullets it takes 8.7 seconds to unload
with 40 bullets it takes 4.3 seconds to unload
that's kind of odd, it should be exactly half, but it's not.
I tried firing the m4a1 gold awhile ago when it had 30 bullets left, and it came out to the same empty clip time as the regular m4a1
your forgetting that the first bullet takes no time and starts at 0.0
thanks for the data, I'll try to find a formula that works for both.
once I get the same answer for both it should be correct. -
Ok so I figure this works now:
(Bullets - 1 + timeBetweenShots) / EmptyClipTime
I know the m4a1 series (aside form the custom crystal) has 10.0 bullets per second.
so (35-1+0.005) / 3.4 = 10.00147059
or rounded off, 10.0 seconds, which is the right answer. -
GodsGunman wrote: »Ok so I figure this works now:
(Bullets - 1 + timeBetweenShots) / EmptyClipTime
I know the m4a1 series (aside form the custom crystal) has 10.0 bullets per second.
so (35-1+0.005) / 3.4 = 10.00147059
or rounded off, 10.0 seconds, which is the right answer.
wheres the 0.005 coming from? -
GodsGunman wrote: »that's the time between each shot for the m4a1, i calculated it by going 100 frames per second in sony vegas pro frame by frame
0.005 goes into 1 200 times. We know the shots per second for a M4A1 is between 10-11 not 200.
Your decimal is in the Thousandths place, 100 frames per second can't go that far. I think you meant 0.05. -
GodsGunman wrote: »I actually JUST figured out something else too. For the G36K, the rounds per second would have to be between:
30/2.6 which is equal to 11.53846154
and
29/2.6 which is equal to 11.15384615
It's rather hard to explain considering I'm not that strong in math, however if you understand what I mean then you should see my point.
Until I can figure out a way that would give me a value between those two, I think I will just use the median.
That means for the G36k, the RPS is about 11.34615385
I think this would be right. The first number is the "maximum" rps, where the first bullet is instantly shot out. The second is the "minimum", where the first bullet must wait the maximum amount of time to be fired.
Right?
We're getting too mathematical on Crossfire rof. xD -
0.005 goes into 1 200 times. We know the shots per second for a M4A1 is between 10-11 not 200.
Your decimal is in the Thousandths place, 100 frames per second can't go that far. I think you meant 0.05.
yeah you're right, I retested it, the time between each shot is 0.05 seconds.
that means (35-1+0.05)/3.4 = 10.0147
it still rounds out to 10.0 rounds per second though, i think this is the most accurate that we can get -
GodsGunman wrote: »yeah you're right, I retested it, the time between each shot is 0.05 seconds.
that means (35-1+0.05)/3.4 = 10.0147
it still rounds out to 10.0 rounds per second though, i think this is the most accurate that we can get
Wouldn't the delay be per bullet? Right now your only adding the delay once but the delay would be added per shot fired minus 1.
Edit: Right now I'm trying to figure out how long it takes before the next shot can be fired and how long it takes for a shot to be fired. How many frames does it take before a bullets hits a wall after starting the firing animation?
Edit: The 3.4 in time already includes the Delay between shots, we know there are 35 shots fired and 34 delays between each shot. 35 shots plus 34 delays equals total time it took to fire.
Or (X*A)+((X-1)*B)=Y
Edit: (35*0.01)+((35-1)*0.09)=3.41 or 1 frame off of your time for a M4 custom to fire its whole clip.
It works for RPK 80 bullets and 40 bullets.
(80*0.01)+((80-1)*0.1)=8.7
(40*0.01)+((40-1)*0.1)=4.3
So far (X*A)+((X-1)*B)=Y works.
A= 0.01= time it takes to fire a shot.
B= delay between shots.
X=bullets fired.
Y= Time to fire X bullets. -
Bumping so gods can see the edits I made.
(X*A)+((X-1)*B)=Y
(35*0.01)+((35-1)*0.09)=3.41 or 1 frame off of your time for a M4 custom to fire its whole clip.
It works for RPK 80 bullets and 40 bullets.
(80*0.01)+((80-1)*0.1)=8.7
(40*0.01)+((40-1)*0.1)=4.3
So far (X*A)+((X-1)*B)=Y works.
A= 0.01= time it takes to fire a shot.
B= delay between shots.
X= bullets fired.
Y= Time to fire X bullets. -
Wouldn't the delay be per bullet? Right now your only adding the delay once but the delay would be added per shot fired minus 1.
Edit: Right now I'm trying to figure out how long it takes before the next shot can be fired and how long it takes for a shot to be fired. How many frames does it take before a bullets hits a wall after starting the firing animation?
Edit: The 3.4 in time already includes the Delay between shots, we know there are 35 shots fired and 34 delays between each shot. 35 shots plus 34 delays equals total time it took to fire.
Or (X*A)+((X-1)*B)=Y
Edit: (35*0.01)+((35-1)*0.09)=3.41 or 1 frame off of your time for a M4 custom to fire its whole clip.
It works for RPK 80 bullets and 40 bullets.
(80*0.01)+((80-1)*0.1)=8.7
(40*0.01)+((40-1)*0.1)=4.3
So far (X*A)+((X-1)*B)=Y works.
A= 0.01= time it takes to fire a shot.
B= delay between shots.
X=bullets fired.
Y= Time to fire X bullets.
that doesn't work, if I try to do it with an m4a1 that has 35 bullets, the empty clip time comes out to 3.75 but it should be 3.4 -
GodsGunman wrote: »that doesn't work, if I try to do it with an m4a1 that has 35 bullets, the empty clip time comes out to 3.75 but it should be 3.4
Redo (35*0.01)+((35-1)*0.09)=
I keep getting 3.41 for the answer and yes I'm using a calculator with brackets.
Edit:M4A1 normal (30*0.01)+((30-1)*0.09)=2.91 also 1 frame of of your total time fired.
3 guns tested, 2 off by 1 frame and 1 right on. my formula is very close. -
Redo (35*0.01)+((35-1)*0.09)=
I keep getting 3.41 for the answer and yes I'm using a calculator with brackets.
Edit:M4A1 normal (30*0.01)+((30-1)*0.09)=2.91 also 1 frame of of your total time fired.
3 guns tested, 2 off by 1 frame and 1 right on. my formula is very close.
Where are you getting the 0.09 from?
This formula seems to only work with a gun firing at 10.0 rounds per second.
I don't really understand the point of this formula, where does it show the rounds per second? -
GodsGunman wrote: »Where are you getting the 0.09 from?
This formula seems to only work with a gun firing at 10.0 rounds per second.
I don't really understand the point of this formula, where does it show the rounds per second?
I'm using this to find the delay.
A=0.01.
B=what the delay is.
M4A1s delay is 0.09
RPK is 0.10
With (X*A)+((X-1)*B)=Y the only unknown is B. But since I know every other Variable, B is easy to find.
So use (X*A)+((X-1)*B)=Y to Find B.
Once we have B confirmed we do this...
(1-A)/(A+B)=RPS
(1-0.01)/(0.01+0.09)=9.9 For M4A1
(1-0.01)/(0.01+0.10)=9 for RPK. -
(1-A)/(A+B)=RPS
(1-0.01)/(0.01+0.09)=9.9 For M4A1
(1-0.01)/(0.01+0.10)=9 for RPK.
this method isn't working, I would have to be recording at about 1000 frames per second to be accurate enough.
*EDIT* We can't use the delay between each shot in our calculations, it's not accurate enough. I tried my method that I thought was working for the kriss, and got 10.69 RPS which is wrong. -
Gh0st_Slay3r wrote: »do you really need to be that accurate? lol, I would just round it off to the nearest whole number anyway if i was making a guide... :P
rounds per second drastically affects the damage per second, so it needs to be as accurate as possible.
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