First:
GSC developers have managed to create a
very elaborate "weapons simulation calculation system" in the engine, hats off to them. It's second to none. But, also due to its non-arcade, highly-tuned simulatory calculations, it is also rather sensitive as well and requires a
very carefully balanced approach, if one wants to make a good use of it, not the mess of it.
Changing values need to be applied with the known,
calculated proportionate variables. Otherwise, for example, when someone is hit with a
one-shot-kill, he may still continue to
stagger around for a second and two,
then fly into the air high as if hit by an express train. Though unintentionally, silly graphics can be achieved this way, while trying to make a stunning graphical effect, lol.
Speed of Bullet: is primarily governed (in a wider extent) by
the weapons that fire that bullet, hence the
bullet_speed in relevant weapons' files.
it should also be noted that the engine does not disregard the bullet properties while calculating the result.
Now:
k_dist = ; multiplier for distance
k_disp = ; multiplier for acuracy
k_hit = ; multiplier for damage
k_impulse = ; multiplyer for impactpower
k_pierce = ; multiplyer for penetration
and DARK TEMPLAR is right,
impair gives values for the wounded state, defining its animations.
Hope I've managed to reply to some questions.
