Since its been a while since I properly gave a mod status update (beyond discord chats or random workshop comments), its probably time to post one on the b41 / ORGM 4.0 update. There's still a ton of work to do before we have a working beta.
WARNING: long read below....
First thing worth mentioning is that OrMtnMan has stepped back into the fray and has been a massive help in getting things ready.
With serious changes to the vanilla firearm code + movement mechanics in b41 the very core of the mod is no longer valid. The firing logic no longer fits, nor does its old methods of dynamically calculating many of the stats and how the firearm interacts with the players movements. Most of the mod needs to be redesigned (and re-imagined) from scratch.
When b42 comes around with the hunting and further firearm changes, we could very well be in the same position we are now...having to rewrite everything again. Given the fact we need to redesign now, and possibly again in b42, both me and OrMtnMan agree the time is now to make some serious design changes to minimize the potential damage from future updates. Thus ORGM has been split into 3 separate projects:
Realistic Firearm Framework
All firing logic, core mechanics and everything that makes ORGM truly unique has been split into a new project, the Realistic Firearm Framework (github link) or RFF. All Zomboid specific code and concepts have been removed. Instead of calculating stats like range in PZ tiles, or damage in PZ units, it does calculations in a more natural format (feet, ft/lbs energy, fps velocities etc).
This will insulate the core mechanics and concepts from any future PZ changes, and allows for automated testing of the code components and logic, something much more difficult when the code was littered with PZ specific functions and concepts. New features can be added with a drastically reduced testing period.
The RFF is designed to be a application independent framework for realistic mechanics in any game or application that supports Lua, from 2d turn based strategy games to 3d FPS. (naturally open source, MIT license)
The second project to come out of the split is the data sets. The list of guns and everything we know about them, as well as cartridge specifications. For the last few versions, ORGM has defined is weapons based on the physical properties (feed system types, features, barrel lengths etc) instead of PZ specific stats. The data for v4.0 is massively larger then previous versions of the mod, and since there's nothing Zomboid specific in the data, having it specifically tied to ORGM didn't make sense. These datasets can't really be included in the RFF either, since we'd like to avoid including trademarked names in a opensource framework.
So the data is being separated and placed in a database format, that should eventually be a useful resource for shooters and gun nuts in general. Right now theres over 170 calibers registered in the data, complete with SAAMI and CIP designations, pressure ratings (both SAAMI and CIP), nominal bullet diameters, twist rates, cartridge capacity, links to wikipedia articles and CIP TDCC chamber and cartridge diagrams and specifications.
The gun data likewise gets more in depth then previous versions, listing multiple variants (almost 100 AK's atm, thanks to OrMtnMan's assistance), fire modes, barrel lengths, sight types, finishes, rail systems, stock and grip types, and lots more...
Not all of the data will end up being used in the mod, but its giving us a wide selection of items we can include later with most of the work already done. At some point I'll provide a link to the data sets for people to browse, but not yet.
With the separation of the core logic and data, the mod becomes a bridge (or interface wrapper) between PZ and the new RFF core, translating RFF stats (like projectile velocity and energy, or reaction times) into PZ specific stats. UI elements, context menus and all the PZ specific stuff will be contained and isolated in the mod.
When PZ changes any potential damage to the mod will be limited and much easier to fix. On top of that, we'll be able to include features and mechanics in the core RFF that PZ may-not-yet support (but possibly will) such as mechanics for shooting from the hip or prone, allowing us to get ahead of the game. The drawback to the new design means a longer initial delay of a working 41 version. But hopefully the new mechanics and the even crazier level of detail will make it worth the wait. Lately I've been attempting to add a basic (but remaining realistic) interior ballistics simulation that would allow for accurate handloading mechanics.