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Teddy

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  1. Teddy liked a tutorial by Runny, Call of Duty 4: Useful things about FPS   
    Here are some things you may didn't know about fps.
     
    Influence of FPS on the height of the jump
     
    63 fps and less - you jump 39.5 units max (except 52 and 55 fps. These results are similiar to 71 fps)
     
    71 fps. Your character jumps permanently 40 units. 40.5 is impossible on this value,same for 76 fps
     
    83 90 and 100 fps - 39.5 units again
     
    111 fps - 40 and 40.5 are easily surmontable
     
    125 fps - 41 units
     
    142, 166 and 200 fps - strangely again 39.4 units max.
     
    250 fps - 42 units !
     
    333 fps - 46 units !!!
     
    500 fps - bugged value,your character runs silently and jump 35 units if near the object, 39 if distant from the object.
     
    1000 fps - almost like 500 fps
     
    Influence of FPS on the damage of falling
     
    We've 4 walls of different heights: 140, 200, 300 and 350 units.
    Results: (firstly the fps value, in brackets the wall's height and finally the damage of falling)
     
    140 units' wall
    71 (140) - 4
    91 (140) - 8
    100 (140) - 6
    110 (140) - 4
    125 (140) - 2
    200 (140) - 6
    250 (140) - 1
    333 (140) - 0
     
    200 units' wall
    71 (200) - 39
    91 (200) - 44
    100 (200) - 41
    110 (200) - 38
    125 (200) - 35
    200 (200) - 41
    250 (200) - 34
    333 (200) - 22
     
    300 units' wall
    71 (300) - 96
    91 (300) - dead
    100 (300) - 98
    110 (300) - 94
    125 (300) - 91
    200 (300) - 98
    250 (300) - 88
    333 (300) - 72
     
    350 units' wall
    71 (350) - dead
    91 (350) - dead
    100 (350) - dead
    110 (350) - dead
    125 (350) - dead
    200 (350) - dead
    250 (350) - dead
    333 (350) - 97
     
    Ordering FPS from the useful to the useless:
     
    333, 250, 125, 110, 76, 71 (similiar values: 34,42,52,55), 100 (similiar values: 10,17,20-23,25,36,40,41,50,67 and 200), 15 (similiar values: 24, 31,32,37,38,45,48,63), 59 (weird value), 91,83 (similiar values: 166), 142. 500 FPS is the highest (your character get the biggest damage from falling ).
     
    Influence of FPS on the silent run's ratio
     
    Now we want to find a formula which combines ms and fps. For example: we need a script which allows our character to move forward for 30ms, but depending by the fps value he will move to different distances. As well as with 333 fps and 30ms our character moves just for 3 units, with 125 fps he will moves 20 units!
    Here we have the maximum distance you can reach running silently:
     
    SMG, sniper and shotgun:
     
    - Moving forward (maximum speed 190 units par second) :
    333 FPS - 80 (79 silent) (264 ms)
    250 FPS - 81 (81 silent) (186 ms)
    200 FPS - 87 (87 silent) (167 ms)
    167 FPS - 70 (70 silent) (107 ms)
    142 FPS - 70 (70 silent) (92 ms)
    125 FPS - 73 (72 silent) (84 ms)
    111 FPS - 66 (65 silent) (68 ms)
    100 FPS - 67 (66 silent) (61 ms)
    90 FPS - 69 (68 silent) (58 ms)
    83 FPS - 63 (62 silent) (48 ms)
    77 FPS - 65 (64 silent) (46 ms)
    71 FPS - 66 (65 silent) (43 ms)
     
    - Moving right or left (max. 152 units/sec)
    333 FPS - runs silently
    250 FPS - 68 (68 silent) 210 ms
    200 FPS - 68 (68 silent) 171 ms
    167 FPS - 75 (75 silent) 155 ms
    142 FPS - 56 (56 silent) 99 ms
    125 FPS - 58 (57 silent) 91 ms
    111 FPS - 60 (59 silent) 81 ms
    100 FPS - 54 (53 silent) 66 ms
    90 FPS - 54 (53 silent) 60 ms
    83 FPS - 57 (57 silent) 57 ms
    77 FPS - 52 (51 silent) 47 ms
    71 FPS - 52 (51 silent) 46 ms
     
    - Moving backward (133 units/sec) :
    333 FPS - 50 (49 silent)
    250 FPS - 54 (53 silent)
    200 FPS - 58 (57 silent)
    167 FPS - 46 (45 silent)
    142 FPS - 46 (46 silent)
    125 FPS - 49 (48 silent)
    111 FPS - 44 (43 silent)
    100 FPS - 44 (43 silent)
    90 FPS - 44 (43 silent)
    83 FPS - 42 ( 41 silent)
    77 FPS - 42 ( 41 silent)
    71 FPS - 41 (40 silent)
     
    Assault rifle:
     
    - Moving forward (180 units/sec)
    333 FPS - runs silently
    250 FPS - 81 (80 silent) 202 ms
    200 FPS - 84 (83 silent) 171 ms
    167 FPS - 90 (89 silent) 151 ms
    142 FPS - 69 (68 silent) 96 ms
    125 FPS - 73 (72 silent) 88 ms
    111 FPS - 73 (72 silent) 80 ms
    100 FPS - 64 (63 silent) 62 ms
    90 FPS - 68 (67 silent) 60 ms
    83 FPS - 66 (66 silent) 54 ms
    77 FPS - 64 (63 silent) 47 ms
    71 FPS - 63 (62 silent) 44 ms
     
    - Moving left or right (144 units/sec)
    333 FPS - runs silently
    250 FPS - 65 (64 silent) 212 ms
    200 FPS - 66 (65 silent) 174 ms
    167 FPS - 72 (71 silent) 160 ms
    142 FPS - 56 (55 silent) 106 ms
    125 FPS - 58 (57 silent) 92 ms
    111 FPS - 59 (58 silent) 86 ms
    100 FPS - 61 (60 silent) 80 ms
    90 FPS - 54 (53 silent) 64 ms
    83 FPS - 53 (53 silent) 59 ms
    77 FPS - 54 (53 silent) 55 ms
    71 FPS - 51 (50 silent) 48 ms
     
    - Moving backward (126 units/sec) :
    333 FPS - 49 (48 silent) 257 ms
    250 FPS - 54 (53 silent) 216 ms
    200 FPS - 55 (54 silent) 175 ms
    167 FPS - 45 (44 silent) 112 ms
    142 FPS - 44 (43 silent) 100 ms
    125 FPS - 46 (45 silent) 87 ms
    111 FPS - 41 (40 silent) 73 ms
    100 FPS - 41 (42 silent) 65 ms
    90 FPS - 43 (42 silent) 62 ms
    83 FPS - 40 (39 silent) 52 ms
    77 FPS - 40 (39 silent) 47 ms
    71 FPS - 41 (40 silent) 46 ms
     
    Heavy weapons:
     
    - Moving forward (166 units/sec) :
    333 FPS - runs silently
    250 FPS - 75 (74 silent) 206 ms
    200 FPS - 77 (77 silent) 171 ms
    167 FPS - 84 (83 silent) 154 ms
    142 FPS - 65 (64 silent) 100 ms
    125 FPS - 66 (65 silent) 90 ms
    111 FPS - 70 (70 silent) 85 ms
    100 FPS - 71 (70 silent) 80 ms
    90 FPS - 63 (63 silent) 61 ms
    83 FPS - 63 (63 silent) 58 ms
    77 FPS - 65 (65 silent) 55 ms
    71 FPS - 58 (57 silent) 45 ms
     
    - Moving left or right (133 units/sec) :
    333 FPS - runs silently
    250 FPS - 64 (63 silent) 218 ms
    200 FPS - 64 (63 silent) 189 ms
    167 FPS - 69 (68 silent) 167 ms
    142 FPS - 71 (70 silent) 147 ms
    125 FPS - 55 (54 silent) 100 ms
    111 FPS - 54 (53 silent) 86 ms
    100 FPS - 55 (54 silent) 83 ms
    90 FPS - 50 (49 silent) 66 ms
    83 FPS - 51 (50 silent) 62 ms
    77 FPS - 51 (50 silent) 58 ms
    71 FPS - 52 (51 silent) 54 ms
     
    - Moving backward(166 units/sec )
    333 FPS - runs silently
    250 FPS - 51 (50 silent) 225 ms
    200 FPS - 53 (52 silent) 196 ms
    167 FPS - 56 955 silent) 165 ms
    142 FPS - 44 (43 silent) 116 ms
    125 FPS - 44 (43 silent) 95 ms
    111 FPS - 44 (43 silent) 87 ms
    100 FPS - 39 (38 silent) 70 ms
    90 FPS - 41 (40 silent) 65 ms
    83 FPS - 40 (39 silent) 60 ms
    77 FPS - 40 (39 silent) 54 ms
    71 FPS - 38 (37 silent) 48 ms
     
    It may be complicate to understand. Here's the explanation: 142 fps - 44 (43 silent) 116 - it means that with 142 fps and the value of time based on the 116ms' script your character moves to 43 units without any noise - and makes noise starting from the 44th unit.
     
    Sometimes (if you're lucky) the 'silent' time is the same as the 'noise' time.
     
    Doubt remains about 333 FPS: maybe the 'silent' time is higher than the stamina. Except for the assault class, which makes noise if moving backward
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