Modeling drop is important if you're making a long-range shooting simulator, but there are a few problems with doing it in F3/F:NV:
* The ranges you're firing at really aren't that long. The default FoV is pretty wide, so things seem farther away than they actually are. You might see a few inches of drop and decent decrease in muzzle velocity on the .44 Magnum and .45-70 Gov't rounds at extreme F:NV ranges, but these aren't 1000 yard targets. And .22 LR projectiles would drop tremendously, but they don't need any help being weaker.
* With an F:NV scoped weapon, you could use the scope to compensate for drop at various ranges and still see your target. With a weapon using iron sights, you can only compensate by aiming higher/raising the muzzle, which blocks your view. I.e. you cannot adjust the rear sight as you would/should in real life.
If you want to model bullet drop because it's important to/fun for you, that's cool. Balance-wise, I think slowing the lever-guns' RoF and doubling or tripling their spread (into the 0.05 to 0.09 range) removes their reliable sharpshooting capabilities at long ranges but allows them to still be effective combat weapons.
.44 Mag fired from a 20" barrel has a drop at 500yds (zeroed to 200, it would be even worse zeroed to 100) in the 20
foot range. At 300 it's 3 feet and at 400 it's clost to 10 feet. .357 performs a little better due to it's higher ballistic coeffecient and smaller size. Wind drift numbers are similar in that they are greatly worse than high performance rounds and MOA shot concentration is also poor at these ranges. They do yaw less than high velocity rounds, and therefore have less yaw induced movement, but the poor general ballistic performance make that moot.
I currently have the Cowboy Repeater at .3822 spread, the Trail Carbine at .415 and the Brush Gun at .265. All are better than the .5 spread you gave This Machine (which I assume you did for balancing purposes). I used This Machine at a lot of targets from mid to long range and felt pretty comfortable with the hit percentage I was getting (looking as if it was a .44 or .357 round instead of .308), considering that spread was the only means I have yet to model to respresent individual rounds' external ballistics capabilities. If This Machine performed reasonably well at .5, and the cowboy guns come in slightly better, indications so far are that a spread in that range does an acceptable job of imitating real world performance, where the bullet drop and poor balistic performance of the pistol rounds greatly impacts accuracy after 200 yards. Not being any great GECK wizard, this is the only means I have at my disposal to model this ballistic reality. I still get hits at max draw distance, just at a lower rate. I have not extensively tested in VATS yet (I rarely use VATS, but understand that
if I release a mod, others will) so I might run into the problems you describe.
I would really like to know 2 things that would help me tremdously. If anyone can help me, it would be appreciated:
1. What are the real life units that correspond to the range measurement units in the GECK. The .45-70's max range is 19000, but 19000
what's?
2. What console command does one use to find the range to a target? I realize that the ranges are much shorter than it seems in the game and really wish to do as accurate job as I can when attempting to adjust these weapons' performance.
For those interested This Machine now has a spread of .0296, which quite frankly feels right. Every year I get the chance to put a coupla thousand rounds through a wide variety of surplus military rifles and few come close to the consistent accuracy of the M1s I shoot (my Mauser comes pretty close, though) The M1 Garand is one of the surest shooting military grade rifles I've ever fired. Not quite scoped sniper quality spread, but sighting with iron sights at long ranges balances it's effectiveness at those ranges. Error probable on shot will be with based on sight quality, not the round's ballistic performance.
And to round this back a little to the Assualt Carbine, I have it's spread at 1.614. The round I used to model this is a very high velocity round (considering that the 5mm takes 5 units of powder vs. the 5.56mm's 4 units) and has great ballistics, but I've modeled in a "full auto" modifier to the spread to account for there being no progressive recoil. Firing in controlled bursts of 3-5 rounds, I'm getting the correct percontage of hits I would expect as if I was fighting muzzle climb. They just don't always come on the first 2-3 round in a burst, ala real life.
One more thing: I put some DT bypass back into the high velocity rounds. I saw that at some point you had some in (leftover ammo effects in the GECK not used in the final versio of the game). I wonder why you left them out, but left in DT bypass for the JFP & SWC rounds, which have a much poorer armor penetration?
-Gunny out.