Methodology & Game Mechanics
A comprehensive, transparent technical breakdown of how data is extracted from the client archives, how ballistic trajectories are computed, and how in-game combat damage and recoil physics are evaluated. Explore the dedicated technical chapters below.
Artillery Mechanics & Ballistics
Parabolic ballistic geometry, 6,400 angular mil conversions, piecewise linear firing table interpolation, terminal angle descent, and downhill trajectory carry compensation.
Weapon Mechanics & Damage Drop-Off
13-zone skeletal hitbox models, weapon class bone scalars, authentic DistanceDamageFalloffCurve engine properties, and expected damage tables across 25m to 1,200m.
Armor Mechanics & Plate Durability
Standardized Tier 0–4 mitigation percentages, independent vest and helmet durability HP pools, AP caliber penetration bypass, HP cubic mitigation, and plate shattering.
Recoil Mechanics & Pattern Compounding
Discrete pitch/yaw keyframe curves extracted from DA_*_Stats, attachment compounding math, angular-to-linear physical target projection, and MOA dispersion.
Map Extraction & Virtual Textures
Reverse-engineering Unreal Engine 5 Runtime Virtual Texturing (RVT), 2D Morton Z-order curve bit-interleaving decoders, BC1 block decompression, and heightmap ASL sampling.
Data Extraction & Provenance
Unpacking client archives with FModel and official AES keys, serialization of Unreal Engine DataTables into structured JSON, and dual-layer empirical validation.
Quick Reference: Standardized Armor Tiers & Multipliers
| Armor Tier | Damage Mitigation | Coverage | Vest HP | Helmet HP | FMJ Durability Wear |
|---|---|---|---|---|---|
| Tier 0 | 0% Reduction | None | 0 HP | 0 HP | — |
| Tier 1 | 30% Reduction | Head / Torso, Stomach | 540 HP | 240 HP | 1.00x |
| Tier 2 | 40% Reduction | Head / Torso, Stomach | 600 HP | 300 HP | 1.00x |
| Tier 3 | 50% Reduction | Head, Neck / Torso, Stomach | 660 HP | 480 HP | 1.00x |
| Tier 4 | 60% Reduction | Head, Neck / Torso, Stomach, Pelvis, Upper Arms | 780 HP | 540 HP | 1.00x |