In v.3.2 I'm using 0.7 and -0.007, which is what I did my tin can shooting test with, and which seemed about right to me (but I'll give your values a test after v.3.2 is out, although I'm pretty sure that I tried those earlier).
I used .7/-.007 for most of my testing and didn't have a major problem with it until I did a round of testing with the sniper rifle. The scope gives you a much clearer picture of how much sway the weapon has. The difference between using .7 and .6 is only about a 2-3 inch larger group at 90 feet, but I think the lower figure is closer to what we should expect.
At this point I'm trying to touch as few weapons as possible (outside of the melee weapons), just to keep my mod somewhat compatible with other weapon mods (but this is becoming more and more difficult with each release). So I've only changed the values on a few small guns that I wanted to add my pushaway effect to, or that I felt really needed some tweaking. So far this includes only the Shotguns, Sniper Rifle, and Lincoln's Repeater. But in v.3.2, I'm adding the Assault Rifle . . . mostly because I also felt that it's spread was too high (I'm using 0.5 and 3.0). At this point I've only change the Shotguns' Base Damage values (which I reduced, because I increased their projectile count quite a bit).
The stock Combat shotgun is extremely overpowered. The spreadsheet I use for calculating muzzle energy shows it around a third higher than typical 00 buck loads. I noticed that you upped the pellet count to 12, making it about a number 1 shot which has quite a bit lower penetration than the stock 00 buckshot (probably wouldn't be able to go through a SMs skull, as it generally wont punch into a boar skull). I dropped the shottie damage down to 30 with a 9 pellet load, but with my increased damage numbers that is still more than enough to drop a SM with a point blank blast to the noggin.
The Assault rifles are ridiculously nerfed in vanilla both in terms of damage per round and especially accuracy. I couldnt test beyond about 95' feet as the impact doesn't seem to show beyond that, but at that range in RL a decent shooter can put all rounds into the bull. I was tempted to go lower than .3, but in the end I thought I decided not to encroach too much on the realm of the sniper rifle. Also I figure after a few hundred years, those barrels have probably taken a bit of wear and may not be as tight as when they made em.
On the subject of condition, I had a go at tweaking those also and while doing so I noticed that you were using .2/-.4 for the CondBase/Mult. You probably already caught it, but this will actually result in a negative Cond Penalty from SG50+.
I ended up going with .275/-.275 btw.
I messed around with this quite a bit, but never ended up with a good solution. I'm not sure that I understand the formula's results correctly, but I think that the default values (fGunSpreadIronSightsMult=-0.65) result in a decreased in spread of 65% when you are aiming (using IronSights). That seems pretty high to me, but I'm no gun expert . . . and I don't want to overbalance things against the NPCs, who don't always aim. Do you mean -0.9, which would result in 90% reduction in spread when aiming (if I'm interpreting this correctly)?
Yup, that's exactly what it means, and shooting from a good firing position (as opposed to plinking from the hip) definitely shows that much of an increase in accuracy.
You're right that most of the raiders and other jet/addled wasteland scum don't always aim, and thank god for that. If they didn't it would be suicide to even consider taking on groups of them! They have numbers on their side. That is more than enough balance when you tweak the guns to shoot the way they should.
In v.3.2 in my Survival module, I've totally redone the way the Damage calculations work. Skills are a LOT more of a factor in increasing the amount of DAM you can do with a weapon. ... It's a bit complex, but I'm REALLY happy with the results . . . for the NPCs, the Creatures, and my player. My own v.3.2 Beta game is more deadly than ever.
Well, I'm looking forward to seeing how it works in 3.2, but I suspect we will have to agree to differ on the damage issue. I am pretty much dead set against damage relating to level, as it just doesn't feel right to me, and doesn't follow what happens in most RPGs. The ability to fairly easily adjust the game experience to suit personal tastes, though, is one thing I love about the GECK, so with a bit of tweaking we can both have the flavor we like.
I'm also guessing that the only possible way to add a helmet bonus is with a script (if it is even possible). As far as I know, no one has yet done this successfully (and writing such a complex scripts is beyond my scripting ability).
RH in his excellent IronSight mod has a script that allows you to change the Iron sights gun spread in game, so I suspect it may be possible to script a way to make the helmet actually protect the head (by changing the Actor head damage Mult). I have posted a query to the GECK forum, but no bites yet.
Thanks! You can "revisit the issue" at any point, I just don't want to include much more in v.3.2, as I really just want to finish this svcker up and get it out there for others to enjoy. [I took most of the day off to go skiing, as we had some nice fresh snow that I had to go play in. But I'm working on my mod tonight and will try my best to wrap it up by late tomorrow.]
Yup, didn't mean to dump this on you just as you are finishing off 3.2, but I wanted to get you some feedback before the holidays end and RL rears its ugly head.
(Damn, no skiable snow out here yet unless I want to fly to Hokkaido!)
All the best
G