WARDOGS

Unofficial field manual

Projectile

50AE

Projectile Item.Caliber.50AE. Numbers below are stored values for game build 25937608.

Base stats

Projectile base fields
StatValue
IdItem.Caliber.50AE
AssetContent/GameMechanics/Inventory/Equipment/Caliber/50AE/DA_50AE_ProjectileData
Damage63
Damage typeMeta.Damage.Bullet.50AE
Damage contextMeta.Damage.Arms.High
Mass0.019 kg
Diameter12.7 mm
Length32 mm
Typical speed416 m/s
Suppression0.32
ItemsId.Item.50AE, Id.Item.50AE.ArmorPiercing, Id.Item.50AE.ArmorPiercing.Tracer, Id.Item.50AE.HollowPoint, Id.Item.50AE.HollowPoint.Tracer, Id.Item.50AE.Tracer

Drag

Drag stored on this projectile
StatValue
Drag coefficient— Not in the game files
Drag modelG7 (Boat Tail)

Penetration

Penetration stored on this projectile
StatValue
Penetrates— Not in the game files
Penetrates thin surfaces— Not in the game files
Exit speed multiplier0.08
Effectiveness multiplier— Not in the game files
Ricochet minimum angle— Not in the game files

Explosive

— No explosive block in the game files

Propulsion

— No propulsion block in the game files

Exact weapon join

Missing data

These fields are null on this projectile. Null means the game files omit the field. It does not mean zero, and this site does not estimate a replacement.

  • — Drag coefficient
  • — Penetrates
  • — Penetrates thin surfaces
  • — Effectiveness multiplier
  • — Ricochet minimum angle
  • — Explosive
  • — Propulsion

How to read 50AE

This page is the projectile record Item.Caliber.50AE in game build 25937608. The damage row is the hit damage before distance falloff, armor, and hit location. Falloff is stored on the weapon. Armor rules and hit-location multipliers are stored on the damage model page. This page does not multiply those layers together. The files do not publish the order of operations.

Mass is kilograms. Diameter and length are millimeters. Typical speed and thrust speed are meters per second. Explosive radius and effective radius are distances, so they are meters. The ricochet minimum angle is the stored number. The file does not name a unit for it, and this page does not add one. Drag coefficient, suppression, fuel, and the explosive falloff number are printed as stored, with no unit invented beside them.

A null cell is a field the files omit. It is not a zero. A zero is shown only when the files stored a zero. When a whole block is missing — penetration, explosive payload, or propulsion — the block was absent. When the block is present and one field inside it is null, only that field is marked missing. An empty item list is an empty list. Item lists are empty on 2 records in this build. That is the word None, not the missing-data mark.

Weapons join a projectile only when a caliber token matches this id exactly: Item.Caliber plus the token. A family such as 12g or 155mm has several projectile ids. Those weapon rows stay unmatched rather than being pinned to one variant. This page does not pick a variant for them. The paragraphs here explain how to read the record. They are not a loadout recommendation.

Korean and English carry this explanation. Every other language falls back to English until a translation is added. Names in the tables are the ids stored in the files. This page is not affiliated with Bulkhead or Team17. The numbers come from warpuppies/wardogs-data under the Unlicense. When you cite a figure, cite game build 25937608.

Questions

Why is a cell blank?

The projectile entry in the game files does not contain that field. A blank cell is not a zero. A zero appears only when the files stored a zero.

Why would a weapon page leave this caliber's damage blank?

The weapon page joins Item.Caliber and the caliber token as an exact id. If the caliber has several projectile ids, or this record's id is not the token on the weapon, the weapon page leaves the cell blank instead of choosing a variant.

Where do these numbers come from?

The figures are read from warpuppies/wardogs-data for game build 25937608, under the Unlicense. This site does not estimate values the files leave out.