HelpMaking RCS more legit?

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Making RCS more legit?
How can i achieve a more legit RCS?

Parameters are as follows:

Vector parameter::Punch.x *= 1.2f;
Vector parameter::Punch.y *= 1.2f;

Normally i see people using 2.f in sorces but thats obv as hell.

I reduced it to 1.2f but i still feel its so overpowered. How could i make it look more legit?
I just have a percentage for how much recoil i want to compensate and then I randomize it by 5%.

Code:
if (ActiveWeapon->IsRCS() && G::pLocal->GetShotsFired() > 1)
{
        // Divide by 50 so we get a recoil value to use for our RCS from a percentage
	float RCS = (float)AimRCSValue / 50.0f;

	if (AimHumanized)
	{
		// Randomise the RCS by 5%

		float MinRCS = RCS - 0.1f;
		float MaxRCS = RCS + 0.1f;

                // Clamp min and max values

		if (MinRCS < 0.0f)
			MinRCS = 0.0f;

		if (MaxRCS > 2.0f)
			MaxRCS = 2.0f;

                // Generate a random float
		RCS = Math::RandomNumber(MinRCS, MaxRCS);
	}

	AimAngles -= *G::pLocal->AimPunch() * RCS;
	Math::AngleNormalize(AimAngles);
}
This is in an aimbot function and I do the smoothing, etc. after. Looks quite legit. Not sure, maybe you have a standalone RCS, then it's different.

For example, I set recoil control % for rifles to 95, then 95/50=1.9, so min will be 1.9-0.1=1.8 and max 1.9+0.1=2.0
Quote Originally Posted by 4773n0x View Post
I just have a percentage for how much recoil i want to compensate and then I randomize it by 5%.

Code:
if (ActiveWeapon->IsRCS() && G::pLocal->GetShotsFired() > 1)
{
        // Divide by 50 so we get a recoil value to use for our RCS from a percentage
	float RCS = (float)AimRCSValue / 50.0f;

	if (AimHumanized)
	{
		// Randomise the RCS by 5%

		float MinRCS = RCS - 0.1f;
		float MaxRCS = RCS + 0.1f;

                // Clamp min and max values

		if (MinRCS < 0.0f)
			MinRCS = 0.0f;

		if (MaxRCS > 2.0f)
			MaxRCS = 2.0f;

                // Generate a random float
		RCS = Math::RandomNumber(MinRCS, MaxRCS);
	}

	AimAngles -= *G::pLocal->AimPunch() * RCS;
	Math::AngleNormalize(AimAngles);
}
This is in an aimbot function and I do the smoothing, etc. after. Looks quite legit. Not sure, maybe you have a standalone RCS, then it's different.

For example, I set recoil control % for rifles to 95, then 95/50=1.9, so min will be 1.9-0.1=1.8 and max 1.9+0.1=2.0
yep i have standalone rcs. And is it normal that i can see the punching effect a lot more compared to normal shooting?
You could make a random vector and add it onto the vector you use to compensate. Then it'll not only compensate the way your recoil works ( which with whatever number you choose m_vecPunch will achieve ) but it can also go left and right etc..
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