This week I've been put to task by #S to get the guns done right. As we all know, VC is very exacting and has decided that his traditional methods of getting gun stats are insufficient. Long story short, I've been hacking through the quest to find the accuracy figures. Apparently they are in compressed data blocks because I wrote a tool to find them and came up empty-handed. The alternative to finding the values directly is to find them by trial: Fire a lot of bullets and look at the most-inaccurate strikes. Thus, today I am working on Alpha 2 of a program that does all that for me. See, firing bullets by hand and getting the impact location and checking for extremes is very tedious. A hundred bullets on one gun is boring enough, and we have a couple dozen. Plus, we need thousands of bullets to get a good sample since we are looking for the rarest of extremes. So why not have a program that will push say 25000 rounds through each gun and do all the math for me while I sleep? Workin' on it, because my Alpha 1 seems to push too hard and cause system instability, but preliminary figures show my system works.
In the mean time: A klobb that won't miss.
I can also make a Pew Pew 7 fire lasers.
As for implementation, I hope to have this all ready for GES B3, but if not, a B4 is fine too. Beta 1.1 was a blast even with lolguns, so I'm not going to rush Goldeneye guns against an arbitrary deadline.