The recoil isn't caused by the matter moving out of the barrel. It's boiled down to Newtons laws. Every action has an equal and opposite reaction. In a chemical weapon it's the explosion of the propellant (that jerks the gun and moves the bullet). With a bow and arrow, it's the bowstring.Quote:
Originally posted by Gaming_World
Acculely, recoil is caused by a piece of matter moving out of the barrel. Any weapon that shoots ammo has a recoil (this includes a bow-and-arrow and rail-gun). Do a little reasearch on rail guns, and you will see that they have recoil, infact they have enough to knock over a SUV if placed on top...
With the time it takes to get to the target, place it in. Figure that the mechs auto-dodge bullets, the longer the ammo takes to get there, the higher the chance of susess of the dodge. You can also have chips to counter-act this (increase chance of dodging, or target-leading).
In a rail gun, the magnetic power pushing the bullet forward would push the rail backwards. It's dependant on how fast you accelerate the projectile and how stable the platform is. A wheeled SUV is not quite in the same category as a 40 ton battle mech resting on tracks.
Also in this stage of warfare, mechs are only likely to be able to dodge really slow missiles. They'd be buggered trying to dodge a gauss shell or laser beam. And really slow missiles would have homing technology, making dodging unfeasible.
The particle engine is going to be a trial and error thing anyway. We can't make it realistic otherwise there's be nothing to see - laser beams and gauss shells are going to be invisible to the naked eye. That's just something we'd have to play with to make it look cool.
The particle bits are altered in the sfx.ini, so if you really want you can have a play about. Download the components.xls from the website - it might help. Remember to save as .csv and then rename to .ini. ;)
