(Obsolete since february 2013, check february'2013 1122 patch)
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Physics in GoldSrc engine is much depends of the FPS.
Most noticeable displays
Example of dependence
Movement speed is gradually increasing from 167 FPS and peaks at 200. At 201 movement speed falls harshly.
Peaks of movement speed
Digits right from floating point do matter:
1000 / 1 = 1000 1000 / 2 = 500 1000 / 3 = 333.3333 1000 / 4 = 250 1000 / 5 = 200 1000 / 6 = 166.6666 1000 / 7 = 142.8571 1000 / 8 = 125 1000 / 9 = 111.1111 1000 / 10 = 100 1000 / 11 = 90.9090 1000 / 12 = 83.3333 1000 / 13 = 76.9230 1000 / 14 = 71.4285 1000 / 15 = 66.6666 and so on...
Is the value of 250: no slowing when jumping and firing with a machine gun (and the other weapons) is at greatest speed.
MP5 shooting speed dependencies
Below is a graphs of time spent on firing full MP5 clip on various FPS.
Time graph - shooting at standart Half-Life server. Fixed graph - shooting at server where time-detection for the next shot is fixed.
Measurements are made on the speed peaks FPS to eliminate the influence of the physics, plus at standard for HL engine FPS - 72. You may notice that Time chart varies even though this FPS are peaks of speed. This error appears because of the used method for determining the time of the next shot: time counting from the current time event, and not from the time when the previous shot must be. It is seen that 72 FPS has overestimated time due to an error in the network protocol of engine.