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- Calculating Approx Doom Gun RPM and DPS
- Some quick figures first.
- RPM:
- 35 tics / tics between shots = Rounds per second.
- RPS * 60 = Rounds per minute.
- There's 2100 tics per minute.
- Average DPS:
- ((Max damage - Min damage) * Numbullets) / 2 + Min damage = Rough avg damage per shot.
- Average damage per shot * RPS = Average DPS
- Reloads per Minute:
- 35 * 60 = 2100 Tics per minute.
- (Tics per shot * Magazine size) + Reload Time = Tics to Cycle
- 2100 tics / Tics to Cycle = Number of reloads per minute.
- Average DPS including reloading:
- Magazine size * Avg dmg per shot = Avg dmg done per magazine
- Avg dmg done per magazine * Reloads per minute = Average dpm
- Average dpm / 60 = Average dps including reloading
- **********************************************************************
- Example: MA75B RPM
- 35 / 3 = 11.667rps
- 11.667 * 60 = 700rpm
- MA75B DPS:
- 35 / 3 = 11.667rps
- ((15 - 9) * 1 ) / 2 = 3. 3 + 9 = 12 avg dmg
- 12 * 11.667 = 140 avg dps not counting reloads. Thing shreds.
- Alternatively:
- 9 * 11.667 = 105 min dps
- 15 * 11.667 = 175 max dps
- Reloads per Minute:
- (3 * 52) = 156 tics to empty a magazine
- 156 + 31 tics to reload and be ready to fire = 187 tics to cycle
- 2100 / 187 = 11.23 reloads per minute.
- Average DPS including reloading:
- 52 * 12 = 624 avg dmg per mag
- 624 * 11.23 = 7007.52 avg dpm w/ reloads
- 7007.52 / 60 = 116.79 Average dmg per second including reloading
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- Creating a Doom gun with a specific RPM:
- So say we want a 1200rpm gun in Doom, like porting Serious Sam's Minigun.
- 2100 Tics per minute / 1200 rounds per minute = 1.75 tics per round
- Sheeit. How do we make that?
- Basically, what we do is insert an extra tic every x tics.
- 1200rpm, for example, can be done like this:
- Multiply the TPR until you get as close of a reasonably whole number you
- you can get. For us, it's easy:
- 1.75 * 4 = 7 tics per 4 shots. Okay, that's easier to understand.
- Then round it out so that it fires off four shots every 7 tics. It will
- stutter a bit if it makes a sound for every fire, but you can
- use a looping sound effect with the real RPM to get around this.
- Let's go back to the 1.75 tics per round.
- 1.75 rounded up = 2. Leftover from 7 we have 5.
- What this means is that after every 5 shots, we have an extra tic:
- 11111 2 11111 2 11111 2 11111 2
- OR vice versa:
- 222 1 222 1 222 1
- Point is, it fires 4 shots in 7 tics. Both methods will sound different.
- I can't think of a smoother method, really.
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