GodsGunman needs your help asap
I'm trying to find the rounds per second of the M249 X-Mas and the M14EBR X-Mas. I found them, and somehow I got 10.526 for both of them.
The RPS of the original guns (the m249 and the m14ebr) are both 10.0 seconds.
So the really messed up part is, in sony vegas when I play either the m14ebr and the m14ebr x-mas or the m249 and the m249 x-mas (at the same time), they play at the exact same speed.
That makes no sense at all, and I need to know what I'm missing.
Recap:
When I get the stats for the M429 x-mas and the m14ebr x-mas I get 10.526 rounds per second for both.
When I get the stats for the regular m429 minimi and the regular m14ebr I get 10.0 rounds per second for both.
When I play them at the same time in sony vegas side by side, they play at the exact same speed.
I've tried getting the stats multiple times and I've checked and rechecked everything, I have no idea what's going on and I need some help if possible... If help can't be given, I can't make any more reviews.
I record at 100 frames per second and that's what I do my testing with as well. My computer can easily handle 100 frames per second, so that's not the issue.
The RPS of the original guns (the m249 and the m14ebr) are both 10.0 seconds.
So the really messed up part is, in sony vegas when I play either the m14ebr and the m14ebr x-mas or the m249 and the m249 x-mas (at the same time), they play at the exact same speed.
That makes no sense at all, and I need to know what I'm missing.
Recap:
When I get the stats for the M429 x-mas and the m14ebr x-mas I get 10.526 rounds per second for both.
When I get the stats for the regular m429 minimi and the regular m14ebr I get 10.0 rounds per second for both.
When I play them at the same time in sony vegas side by side, they play at the exact same speed.
I've tried getting the stats multiple times and I've checked and rechecked everything, I have no idea what's going on and I need some help if possible... If help can't be given, I can't make any more reviews.
I record at 100 frames per second and that's what I do my testing with as well. My computer can easily handle 100 frames per second, so that's not the issue.
Comments
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I really have no idea, but I'd say it has to do something with the rounded time you use. You might be rounding the time up or down so much that you are causing the RPS to change drastically. Just an idea.

Edit: It might also help if you gave us some more of your math. Just in case you messed that up.
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BlackSonar wrote: »I really have no idea, but I'd say it has to do something with the rounded time you use. You might be rounding the time up or down so much that you are causing the RPS to change drastically. Just an idea.

I don't do any rounding that would change the rps by more than 1 thousandth of a second -
How exactly do you find RPS? Trying to understand so I can help...
In sony vegas I take the frames at the point that the gun runs out of ammo while shooting, and then i minus them by the frames at the point that the gun starts shooting.
After that I divide the result by 100 since I'm recording 100 frames per second. That gives me the empty mag time, and to get the RPS from the empty mag time I just do this:
(X-1)/t
Where:
X = Bullets in a full Magazine
t = empty mag time -
GodsGunman wrote: »In sony vegas I take the frames at the point that the gun runs out of ammo while shooting, and then i minus them by the frames at the point that the gun starts shooting.
After that I divide the result by 100 since I'm recording 100 frames per second. That gives me the empty mag time, and to get the RPS from the empty mag time I just do this:
(X-1)/t
Where:
X = Bullets in a full Magazine
t = empty mag time
What are the empty mag times, e.g. for the M14 and M14 xmas?
It's likely because of the ammo differences with the guns. -
What are the empty mag times, e.g. for the M14 and M14 xmas?
It's likely because of the ammo differences with the guns.
It's not, I'm not that dumb.
The empty mag time for the original m14ebr is 2.9 seconds (it has 30 bullets)
The empty mag time for the m14ebr x-mas is 3.23 seconds (it has 35 bullets)
It should also be noted that the reload times seemed to be correct when I got them from sony vegas. -
1. By subtracting one from the number of bullets, you create an imbalance in the equations. For example. 4/8=2/4, but 3/8=/=1/4. you are subtracting the same number, one, but in reality it is different as they are over different denominators (the times).
2. They still don't get you the same RPS though...
I can clarify tomorrow. I'm on my iPod an about to go to bed. Good luck!
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BlackSonar wrote: »By subtracting one from the number of bullets, you create an imbalance in the equations.
Seems legit.
Also make sure the empty mag times are just as accurate for both (you have 1 decimal for M14 and 2 decimals for M14 Xmas.)
Another way you could find RPS is fire all 30 bullets for M14, then for the Xmas fire off 5 bullets and start calculations from 30 (as if it had same ammo as the original.) -
You guys are treading over ground that was already gone over many many times.
If you don't subtract the 1 from the bullets, you're not getting the constant rounds per second, as there is a delay between each shot. If you don't minus 1, you're saying that their is no delay before the first shot, but we want a delay so you have to minus 1.
Thanks for trying, but you're not looking in the correct area.
Keep trying though :P -
GodsGunman wrote: »You guys are treading over ground that was already gone over many many times.
If you don't subtract the 1 from the bullets, you're not getting the constant rounds per second, as there is a delay between each shot. If you don't minus 1, you're saying that their is no delay before the first shot, but we want a delay so you have to minus 1.
Thanks for trying, but you're not looking in the correct area.
Keep trying though :P
This guy is getting good grades in his Statistics class. All the basic stuff he knows.
OT: I'm wondering if there's a mistake on CF's side.. I don't really know and my head is hurting today. Sorry Gods. -
In that case, it is more correct to do it with the delay, but there is an imbalance in equations. You cannot subtract 1 and expect the same results.
Try to find the RPS by firing only 30 bullets from each gun. Then you can use the formula (x-1)/t. That is all I can think of right now... -
In that case, it is more correct to do it with the delay, but there is an imbalance in equations. You cannot subtract 1 and expect the same results.
Try to find the RPS by firing only 30 bullets from each gun. Then you can use the formula (x-1)/t. That is all I can think of right now...
That's exactly what I mentioned, but I deleted it because I thought it sounded stupid xD.
Yeah, try shooting both guns to an empty clip from 30 bullets. It'll be easier to handle with. -
Did some calculations to find the delay based off of your numbers.
M14EBR normal is 0.100.
M14EBR X-mas is 0.095.
Trying to find where the math is wrong.
On the comparing of the two in the video, by the same do you mean the animation is the same or the rate the bullets lower on the hud?
If its the animation then that could be throwing you off, if its the hud then I'm more confused. -
Tried what? What I'm saying is there could be no problem. The game could simply make the fire rate look exactly the same but one empties the magazine faster even though it's not accurately displaying that many shots.
^That made no logical sense, I was talking about the quote below:In that case, it is more correct to do it with the delay, but there is an imbalance in equations. You cannot subtract 1 and expect the same results.
Try to find the RPS by firing only 30 bullets from each gun. Then you can use the formula (x-1)/t. That is all I can think of right now...Did some calculations to find the delay based off of your numbers.
M14EBR normal is 0.100.
M14EBR X-mas is 0.095.
Trying to find where the math is wrong.
On the comparing of the two in the video, by the same do you mean the animation is the same or the rate the bullets lower on the hud?
If its the animation then that could be throwing you off, if its the hud then I'm more confused.
I go by the hud & the animation of the bullet shooting, they're in sync -
Then quote it next time.GodsGunman wrote: »^That made no logical sense, I was talking about the quote below:
I go by the hud & the animation of the bullet shooting, they're in sync
And what about what I said doesn't make sense?Did some calculations to find the delay based off of your numbers.
M14EBR normal is 0.100.
M14EBR X-mas is 0.095.
Trying to find where the math is wrong.
On the comparing of the two in the video, by the same do you mean the animation is the same or the rate the bullets lower on the hud?
If its the animation then that could be throwing you off, if its the hud then I'm more confused.
I was saying the same thing he was about the animation. ^ -
Then quote it next time.

And what about what I said doesn't make sense?
I was saying the same thing he was about the animation. ^
Weird, it didn't quote properly... meant this one:In that case, it is more correct to do it with the delay, but there is an imbalance in equations. You cannot subtract 1 and expect the same results.
Try to find the RPS by firing only 30 bullets from each gun. Then you can use the formula (x-1)/t. That is all I can think of right now... -
Perhaps you accidentally offset it for some reason? Playback speed might be less than realtime? Even a fraction of a change could make a difference there. Are they all rendered at the same thing? IE; consistent with 29.95 rather than 30, where that half dropped frame could make a difference? (just as an example)
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[MOD]Talonblaze wrote: »Perhaps you accidentally offset it for some reason? Playback speed might be less than realtime? Even a fraction of a change could make a difference there. Are they all rendered at the same thing? IE; consistent with 29.95 rather than 30, where that half dropped frame could make a difference? (just as an example)
If anything was off it would have meant it was off for the original guns too, I tested them all at the same time -
I have a feeling its your timeline, if your timeline is set to 24P, 30P, 60P you will have dropped frames from your 100 FPS movie.
If you conform your clips to 24/30/ or 60 fps, and have a matching timeline it should all play the same.
I record at 100FPS with fraps, and in sony vegas I play the clips at 100fps, so that's not it -
MaryJaneKB wrote: »Sorry for the stupid question but could Fraps/CF have stuttered? It is CF and all maybe try to rerecord it?
No, because I tested and retested multiple times.MoMosaysNo wrote: »Confused but I think something to do with the timeline of sonyvegas
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