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-   -   ACC. vs MOA. (https://forums.sjgames.com/showthread.php?t=42389)

ukaries 07-16-2008 11:16 PM

ACC. vs MOA.
 
WARNING: Gun Geek Question

I'm looking for comparability between the two.

I.e.
1-1.5 MOA = ACC 6
MOA 4 = ACC 2

ect...

Anybody have any details or info?

DouglasCole 07-17-2008 07:43 AM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by ukaries
WARNING: Gun Geek Question

I'm looking for comparability between the two.

I.e.
1-1.5 MOA = ACC 6
MOA 4 = ACC 2

ect...

Anybody have any details or info?

The last time I played with this it was something like a fourth power relationship, but that was 3e. Acc 2 is pistol stuff, usually guns with groups of four or five inches at 25 yards, not 100yds. So Acc 2 is probably closer to 20MoA. Modern pistols with bench-rest groups of 2-4 inches (about 8-16 MoA...call it 12) are Acc 3. The standard military rifle for the US, the M16, is Acc 5 and usually has out of box accuracy of 1-1.5MoA, and Acc 6 is dedicated sniper stuff with sub MoA nail driving capability...call it MoA 0.5.

Slap that into Excel and doing a power law curve fit:

Acc = 5.17 x MoA ^ -0.275

ed_209a 07-17-2008 08:51 AM

Re: ACC. vs MOA.
 
Since total accuracy is a combination of the weapon's MOA and the shooter's MOA, couldn't accuracy also reflect how easy or awkward the weapon is to shoot?

Frex, a 1.5 MOA rifle that you can just flop down behind and be in perfect sight alignment might give better real world groups than a .5 MOA rifle that you have to fidget behind just the right way to get it aligned.

ukaries 07-17-2008 09:41 AM

Re: ACC. vs MOA.
 
I believe that is modeled by weapon bond and familularity. If not the AK's ACC would be 2 or maybe less because of ergonomic's and semi-auto pistols would be 5 or 6 becuse pretty much anyone can "point and click".

DouglasCole 07-17-2008 10:06 AM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by ed_209a
Since total accuracy is a combination of the weapon's MOA and the shooter's MOA, couldn't accuracy also reflect how easy or awkward the weapon is to shoot?

Frex, a 1.5 MOA rifle that you can just flop down behind and be in perfect sight alignment might give better real world groups than a .5 MOA rifle that you have to fidget behind just the right way to get it aligned.

I was trying to work up an excel program that took the MoA of the rifle, calculated an effective MoA for the shooter, and Root-Sum-Squared them together to get the overall shot spread of each fired bullet. I treated Acc as the bench rest accuracy of the weapon, and skill as the ability for the shooter to put the ideal trajectory of the bullet where it was supposed to be.

It was a neat effort, and partially successful. Would have been a fun Visual Basic implementation or something.

Anyway your point about MoA not just being the clamped-in accuracy is a good one, although it might perversely be as an "interface" penalty (probably not more than -1) to skill. the barrel/bullet combo itself is 0.5MoA, but when you put it on your shoulder, your skill degrades by some amount.

Kromm 07-17-2008 03:48 PM

Re: ACC. vs MOA.
 
The ability to convey the shooter's precision to the shot plays as significant a role as mechanical precision in Acc. Considering only the mechanics won't work out very well for you when the game system slaps on ±1 for after-market add-ons like target grips, for using/not using a folding stock, and so on. Various "interface" issues can easily account for a two- or even three-point Acc difference on weapons with identical barrels, actions, iron sights, etc. This effect can often exceed the weapon's inherent contribution, which might only be 1-2 to begin with. A supremely pointable but mechanically cruddy weapon and a clunky but super-precise weapon can end up with the same Acc because Acc really rates how well you can strike fairly broad targets -- like the human torso -- after a mere second of squinting at them.

DouglasCole 07-17-2008 04:30 PM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by Kromm
The ability to convey the shooter's precision to the shot plays as significant a role as mechanical precision in Acc. Considering only the mechanics won't work out very well for you when the game system slaps on ±1 for after-market add-ons like target grips, for using/not using a folding stock, and so on. Various "interface" issues can easily account for a two- or even three-point Acc difference on weapons with identical barrels, actions, iron sights, etc. This effect can often exceed the weapon's inherent contribution, which might only be 1-2 to begin with. A supremely pointable but mechanically cruddy weapon and a clunky but super-precise weapon can end up with the same Acc because Acc really rates how well you can strike fairly broad targets -- like the human torso -- after a mere second of squinting at them.

Do these aids count as increasing Acc or skill, then? Sounds like most of them increase Acc. The things that add to total hit probability but only when you take a second I guess increase Acc; anything that operates all the time would be skill.

Figleaf23 07-17-2008 05:18 PM

Re: ACC. vs MOA.
 
WTF is MOA?

Anthony 07-17-2008 05:19 PM

Re: ACC. vs MOA.
 
In general, MOA should play absolutely no role in Acc, except at extreme ranges; instead, it limits your absolute skill, because no matter how good you are with a gun, and no matter how fine your sights, you can't reliably hit a target that's smaller than your group size with the weapon. This skill limit is on the order of 26 - 6 * log10(MOA), and will thus be rarely encountered by normal characters, though it's easy to hit if you build the Sniper Of Doom character.

DouglasCole 07-17-2008 05:24 PM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by Figleaf23
WTF is MOA?

It's a measurement of the dispersion of gunshots at range. MoA stands for Minutes of Angle, and happens to be roughly a one inch circle at 100yds. So a 10 MoA weapon will put its bullets into a 10" circle at 100yds, or a three foot circle at 360yds.

DouglasCole 07-17-2008 05:30 PM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by Anthony
In general, MOA should play absolutely no role in Acc, except at extreme ranges; instead, it limits your absolute skill, because no matter how good you are with a gun, and no matter how fine your sights, you can't reliably hit a target that's smaller than your group size with the weapon. This skill limit is on the order of 26 - 6 * log10(MOA), and will thus be rarely encountered by normal characters, though it's easy to hit if you build the Sniper Of Doom character.


This will rarely be encountered for real-world characters with rifles, but can limit the utility of handguns at practical engagement ranges. Handguns have inherent accuracies from about 8MoA to as much as 25MoA for some short barreled or lower quality pistols. At 25yds, a 6" diameter target (head shot) MoA starts to become a limiting factor; at 50yds with a handgun (not a typical engagement distance in the real world, but quite doable for PCs) the odds of actually hitting the target can easily be maxed out at 50%-80%, limiting skill to the 10-13 range (for Pcs, still worth taking).

I agree with the MoA acting as a limiting agency on max effective skill. I believe I posted a similar formula in a different thread, although yours makes better use of the actual math from the speed/range table, where mine was a lookup.

Figleaf23 07-17-2008 05:33 PM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by DouglasCole
It's a measurement of the dispersion of gunshots at range. MoA stands for Minutes of Angle, and happens to be roughly a one inch circle at 100yds. So a 10 MoA weapon will put its bullets into a 10" circle at 100yds, or a three foot circle at 360yds.

Thanks!


(Plus these additional letters to make the computer-machine go.)

ukaries 07-18-2008 04:53 AM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by Kromm
The ability to convey the shooter's precision to the shot plays as significant a role as mechanical precision in Acc. Considering only the mechanics won't work out very well for you when the game system slaps on ±1 for after-market add-ons like target grips, for using/not using a folding stock, and so on. Various "interface" issues can easily account for a two- or even three-point Acc difference on weapons with identical barrels, actions, iron sights, etc.

So, ACC does relate to MOA, before in game affects? If that is the case I could take into the account the mods to a weapon before converting it to in game (using one of the formulas above). Personalization of a weapon could be handled by Weapon Bond and/or simply be cosmetic (like in most of RL).

Phoenix_Dragon 07-18-2008 05:48 AM

Re: ACC. vs MOA.
 
Quote:

Originally Posted by ukaries
So, ACC does relate to MOA, before in game affects? If that is the case I could take into the account the mods to a weapon before converting it to in game (using one of the formulas above). Personalization of a weapon could be handled by Weapon Bond and/or simply be cosmetic (like in most of RL).

ACC can relate to MOA, but is also significantly affected by other aspects (Stock, sights, etc). Basically, ACC is simply how easy it is to get the weapon aimed at a precise point. But really, the "groupings" of ACC are quite broad, so the minute details of MOA are probably too fine for the system. Just give it a baseline ACC based off other weapons of the type (ACC 4 for a carbine, 5 for a full-sized rifle, 6 for a full-sized sniper rifle, I think). Then tweak from there. Unless it's exceptional in some way (Fine or Very Fine), it's going to probably be at the same accuracy.

As for mods, it depends. Sometimes it's purely cosmetic, just because the person thought it'd help, or even just liked the looks of it. Sometimes it's helpful, especially for internal mods. For the most part, those ones are treated as making the weapon Fine or Very Fine, with the coresponding increase to ACC, though sometimes they affect other things (ROF, for example).

And sometimes it's just stupid. I remember some of your stories...

ukaries 07-19-2008 05:51 AM

Re: ACC. vs MOA.
 
Thinks I got all I need to roll with it. Thanks for all of your sugestions.


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