Thank Leon for the offer but I hosted the server localy from my computer, make testing a bit easier.
I did further testing and used other classes to see how it behaves and I am shocked about what I found.
I set up my position next to the cannon and used the split between the mountains in distance and the skybox as my aiming zone, I used a tree in the distance to target horizontaly.
Please note that on this following picture I moved a bit to the left after shooting to check the trajectory, which hit at the distance of 304 meters.
Observing the displayed stats in the top right corner I noticed several variations in values.For the musket, the values are:
For the rifle, the values are:
|Muzzle velocity:|| 339.5,|| 298.5,|| 284.6,|| 264.5,|| 323.6,|| 319.7,|| 352.2,|| 328.5,|| 319.7,|| 327.7|
You can see from this data sample:
|Muzzle velocity:|| 126.4,||126.6,||112.8,||128.3,||126.8,||110.1,||126.6,||116,||127.2,||113.3|
That "muzzle velocity"
on the musket varied between 264.5 - 352.2
while on the rifle it varied between 110.1 - 128.3
value on the musket varies a lot, with values between 28.5 - 71
value for the rifle was between 10.2 - 11
That "impact distance"
for the musket varied between 171.1 - 304.7
while on the rifle it varied between 154 - 189.3
From this data sample I can only conclude that given the overall consistency of the rifle's values a rifleman will have a predictable shooting pattern while his rigle actualy underperform in range compared to the musket which on the other hand have values all over the place and while it can shoot further, the random factor make shooting the musket a pain.
These trajectories are a sad joke and this innacuracy cannot be reasonably argued. I have seen some player here and on steam forums arguing that innacuracy is good as it prevent the game from turning into a "camping match" and put emphasis on melee which according to some was so prevalent in that period (an opinion based on games, movies and not actual sources). While a certain deviation from reality is needed to make the game playable and given this game dont atempts to be ArmA: Napoleonic Wars having values that are not exactly realistic is ok. But what is presented in this game at this moment cant even be called "arcadey"
, its simply wrong.
This level of innacuracy is bad regardless of what your historical perception is, if or when cavalry is implemented the inability of infantry to defend itself from cavalry apart of depending on bayonets would lead to cavalry dominating the battlefield. Even in the NW DLC for Warband where precision is higher and melee responsive infantry is easily killed by cavalry.