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Latest comment: 5 September by Wetbattery in topic 1887 reload timing methodology

1887 reload timing methodology

hi, quick question; how exactly are you going about testing the timing on the 1887 reloads? like, are you recording video of the animation and doing timing based off frame counts and/or timestamps? I noticed you mentioned ping on the summary for the recent edit you made, but ping wouldn't impact clientside timing for the length of the reload (animation and/or ammo count updates) outside of reports to the server/other players, so I presume the deviations seen are stemming from a method similar to what I suggested Karla Marx (talk) 02:12, 5 September 2025 (UTC)Reply

I was recording videos. Specifically starting the video with the reload and then later just cropping the video at the point when I was able to shoot a bullet after the gun was fully loaded. Deviations were about +0.1 seconds maximum. So the videos of 3 shells for example would be - 5.01 seconds, 5 seconds, 5.01 seconds. I brushed them off as a ping problem (or just my user error), because it seems like it's within the margin of error to round up the number. But it was weird how consistently this 0.1 second would pop up, and because of it I have recorded about 30 videos of model reloading, just to fact check myself. :') 1z1Fr4g (talk) 10:23, 5 September 2025 (UTC)Reply
1887 shell catch reload time chart probably outdated by now. I got the info from zafferman spreadsheet. Wetbattery (talk) 10:23, 5 September 2025 (UTC)Reply