Slightly desynchronized fire-timing for guns with no "new weapon" modification.

[Would you like to see this in-game?]
  • Yes
  • No
0 voters

1, what this adds.
・The fire-rate is slightly randomized when the “new weapon modification" is disabled,
the average fire-rate is kept as is.

2, what it tries to do.
・Firing multiple guns feels less like a shotgun, the guns act like a Vulcan.
(Initially shows a slow rate of fire, but the practical fire rate increases. It feels as if there were one gun with a very high fire rate.

3, a provision for a synergy with other mechanics (pending as of writing this).
・“Shaffled belt order for each gun” When combined, this desynchronized fire-timing can be triggered “only when” the feature is enabled by a user. Tying this with the “new weapon” modification doesn’t have to be a thing. If not, keeping this bundled with the “new weapon” modification is not the highest priority.
・ “Propeller synchronized weapons as separate weapons in the file.” To differentiate applicable weapons.

Real-life firearms don’t cycle with the precision of a Swiss-made watch, especially when they are firing a variety of ammunition types with different projectile weights. Taking the Ho-5 as an example, the AP-T round weighs 125 g, while the HE round weighs 85 g. That is a difference of 40 g. Projectile mass affects the rate of fire so significantly that the Ho-5 is listed as having a fire rate of 750–900 RPM. That is not a broad estimate; the gun can fire at different rates depending on the ammunition being used. This applies to any firearm, even for small arms.

Though the order of ammunition types is not randomized.

The listed fire rates are averages measured over prolonged firing periods, but the guns should not be perfectly synchronized like metronomes. This is especially true when the guns are cycling through different ammunition types, unlike conventional infantry firearms.

*Disclaimer: This is not about changing the fire rate for different ammo types.

The exact values could be adjusted later, but my suggestion is that each shot has a 2-in-4 chance of firing at the normal interval, a 1-in-4 chance of firing 10% faster than normal, and a 1-in-4 chance of firing 10% slower than normal. This would keep the average rate of fire unchanged while causing the guns to gradually desynchronize during prolonged firing.

This way, if the fire rate is 750 rounds per minute
The interval between each shot would be exactly 0.08 seconds.
The possibility of having a delay of ±0.016 ~ ±0.040 in 2 seconds is 36.2%
It does move back and forth. With so many attempts, they do stabilize the inaccuracy.
Even then, it’d be very natural to occur in nature.

This does not interfere with the sound system, because we don’t mind the desync of the sounds in general. Besides, most guns don’t follow the correct RPM. The sounds are based on the length of the sound files. FMod works that way unless it’s in a rare format like M4 37mm. So it’d be near impossible to follow the visuals. And the choice is up to the users. Even if other players are using the feature, we won’t notice the sound problem. If the player thinks it’s better to use this feature, it’s because the player thinks the consistent damage is better as a trade-off for having incorrect sounds.
if the game feels better to play because of the added consistency, we are in favor of it.

For example, there is real-life blank-firing footage of a P-40 armed with six M2 machine guns. It sounds nothing like a single 750 RPM weapon. At present, the game relies heavily on weapon inaccuracy to simulate the increased effectiveness of multiple guns, effectively treating them like a shotgun with a very narrow spread.

Though, it would have a worse accuracy than having weapons applied with the “new weapon” modification. It’s only because my first introduction talked about the “new weapon” modification. I’m making 2 different drafts with both having mechanics heavily related to this “desync” of guns.

The first one is about “shaffled belt order”. When enabled, it allows each gun to fire a different ammo type during the same frame. Although keeping the belt composition intact, it shuffles the order until all rounds in the belt are fired.

“Propeller synchronized weapons as separate weapons in the file.” This desynchronized fire-timing won’t happen for propeller synchronized weapons in real life. So it’d be proper to have propeller synchronized weapons to have their own classification. So the game would be able to tell if the weapon is capable of using this feature.

I’m immensely happy if this suggestion could pass through at least the pending state. Even if this suggestion never reaches the developers directly, I believe it could still contribute to future discussions within the community. If it encourages new ideas or inspires future suggestions, I would consider that a success in itself.

I hope this one can remain available for community feedback.

For the love of War thunder, and for the better game war thunder would be. Thanks.