Mythbusters prooved  that firing a gun under water would damage the gun
Now a bullet can be fired in to water, but it greatly decreases the
velocity.
It seems that the higher the gage, the more kinetic energy is imparted from
the bullet hitting the water causing it to break up in to pieces.
So for insttance, you'd get greater results firing say a 9mm handgun as
opposed to like a 12 gage shotgun in to a pool.



-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Thursday, February 26, 2009 6:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch

Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons is
bullets falling and ricocheting.  True it'd mean finding sounds for each
surface, but it would give you some more real physics to play with,
specially if you could take into account water. I've never been swimming
with a gun, honest, but I'm taking an uneducated guess that water messes
with velocities and suchlike.

On 2/26/09, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi kai,
> Thanks for the bug report/note. I just wrote it down in the todo file, 
> and I'll take care of that issue for you in Beta 2.
> Smile.
>
>
> Kai wrote:
>> Greetings Thom et al.
>>
>> The game code isn't taking into consideration the sound being played 
>> when a weapon is fired, and apparently thinks the sound is about 0 
>> seconds long.
>>
>> If you fire the pistol, for example, you have to wait a while before 
>> the pistol sound will play again (simulating pistol speed / delay?). 
>> However, if you keep tapping your firing button even while the sound 
>> is playing for your first shot, you lose ammo, but no further sounds 
>> occupy the usage of said ammo.
>> Furthermore, I'm not sure that the lost ammo is affecting any damage 
>> to an available target (I unloaded about 20 magnum bullets (only two 
>> or three shots actually sounded) on the cyclops (on intermediate) in 
>> this fashion without ever killing him).
>>
>> Given the modular design of the sounds in MOTA, is there a delay 
>> function on slower weapons that will only let the firing button use 
>> ammo when it actually is supposed to? And, in that case, can 
>> subsequent sounds for the same weapon overlap, rather than replace
previous sounds?
>> Reasoning: A weapon's speed/sound is probably pretty short, whereas 
>> the sound's decay time can be long (echo effect). This way, guns 
>> would sound more realistic.
>> If the sounds were simply to replay themselves, interrupting the 
>> previous shot's decay, you'd have some very cut-off sounds for shots, 
>> with unnatural ending effects.
>>
>> Kai
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