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#1 |
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Join Date: Jul 2008
Location: Orygun
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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? |
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#2 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
Slap that into Excel and doing a power law curve fit: Acc = 5.17 x MoA ^ -0.275
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#3 |
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Join Date: Sep 2004
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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.
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“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” - Robert E Howard, "The Tower of the Elephant" |
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#4 |
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Join Date: Jul 2008
Location: Orygun
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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".
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Bah Weep Granah Weep Ninni Bong? Last edited by ukaries; 07-17-2008 at 10:03 AM. |
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#5 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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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.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#8 |
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Banned
Join Date: Apr 2008
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WTF is MOA?
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#9 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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.
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#10 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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