I believe I've discovered how the accuracy works ... Basically, it's shot dispersion ... ie your aim is the center of the shot and other factors (like stance, gun maxrange, gun dispersion factor, etc) changes the center location of the shot ... or in other words, causes the round to drift off-center.
I was doing some digging around the XML's and it seems the "beef @ potatoes" of this game is located in the BASIS/SCRIPTS/LOGIC folder ....
One file, called CONSTANTS has a bit of info in it that I was translating the descriptions (I'll show a snipet at the bottom of post of some values).
Anyway ... This is my preliminary findings ... and working on a theory.
You can't be told "what % chance does the shot have" ... however, they could use the AIM GURU 5000 to show you what your "dispersion" would look like. In other words, the cone of dispersion can either increase or decrease in size giving you an estimate as to how much "drift" the shot would be if you pulled the trigger at that moment.
For instance, look at my screen shot below showing the AIM GURU 5000 .... You can see the area of dispersion as indicated by the "lighter" area around your sight. Now, currently the AIM GURU doesn't have a dynamic cone of dispersion but I'm trying to explain whats going on so I'm using this as a demonstration.
As you can see, by aiming at the TORSO your dispersion will cover most of the target, which means any "drift" of the shot will more than likely hit another body part. Have you ever aimed at the torso and gotten a head shot??? The other shot locations cover less of an area of the target so any "drift" would actually miss the target altogether.
So, as in real life, you are aiming at a target that has a dynamic surface area ... In other words, if the target was facing side-ways to you then you would have less surface area to hit , thus, less chance to hit. Also, if the target was prone and facing you on a flat surface then this presents the smallest surface area to hit ... aiming at the torso would more than likely hit the head or arms first.
Anyway ... Am I making sense?
This is why you can target the enemy when it showing "grey" or "red" ... you are targeting a location and not a specific person.
If you want to experiment with dispersion then you can practice shooting at a solid wall ... you will notice the shot doesn't always hit the exact loaction you fired at. This is best done with a pistol for a demonstation of shot dispersal.
Ok ... now for a snipet into some data I found in the CONSTANTS xml (I'm not done with all of it but you guys get the idea) ;
--- It appears the distances are measured in meters.
--- You can see that night ops is 50% daylight ops ... day=100m , night=50m
--- note the camoflague coef for posture
-------------------------------------
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">sight_radius</Data></Cell>
<Cell><Data ss:Type="String">100</Data></Cell>
<Cell><Data ss:Type="String">The maximum radius in the ideal conditions for the detection of the enemy</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">day_coef</Data></Cell>
<Cell><Data ss:Type="String">1.0</Data></Cell>
<Cell><Data ss:Type="String"The coefficient of detection for full-time operation</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">night_coef</Data></Cell>
<Cell><Data ss:Type="String">0.5</Data></Cell>
<Cell><Data ss:Type="String">The coefficient for the detection of night operations</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">pose_lay</Data></Cell>
<Cell><Data ss:Type="String">0.30</Data></Cell>
<Cell><Data ss:Type="String">bonus to camouflage lying</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">pose_crouch</Data></Cell>
<Cell><Data ss:Type="String">0.15</Data></Cell>
<Cell><Data ss:Type="String">bonus to camouflage sitting</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">pose_stay</Data></Cell>
<Cell><Data ss:Type="String">0</Data></Cell>
<Cell><Data ss:Type="String">bonus to camouflage standing</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">activity_stay</Data></Cell>
<Cell><Data ss:Type="String">1</Data></Cell>
<Cell><Data ss:Type="String">The coefficient of detection still</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">activity_run</Data></Cell>
<Cell><Data ss:Type="String">1.2</Data></Cell>
<Cell><Data ss:Type="String">The coefficient of detection of moving</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">shock_wave_speed</Data></Cell>
<Cell><Data ss:Type="String">343.0</Data></Cell>
<Cell><Data ss:Type="String">The speed of wave damage, m / s</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">visibility_time_out</Data></Cell>
<Cell><Data ss:Type="String">2</Data></Cell>
<Cell><Data ss:Type="String">The disappearance of the character of sight in seconds</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">audibility_refresh_time</Data></Cell>
<Cell><Data ss:Type="String">1</Data></Cell>
<Cell><Data ss:Type="String"> Time clarify the position of the character of sound </Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">audibility_time_out</Data></Cell>
<Cell><Data ss:Type="String">3</Data></Cell>
<Cell><Data ss:Type="String">The disappearance of presonazha hearing in seconds</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">shot_to_point_time_out</Data></Cell>
<Cell><Data ss:Type="String">0</Data></Cell>
<Cell><Data ss:Type="String">Waiting for the possibility of firing at a point in sekunah</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">prone_loudness</Data></Cell>
<Cell><Data ss:Type="String">0.6</Data></Cell>
<Cell><Data ss:Type="String">noise ratio when driving lie</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">sit_loudness</Data></Cell>
<Cell><Data ss:Type="String">0.8</Data></Cell>
<Cell><Data ss:Type="String">noise factor in the movement sitting</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">stand_loudness</Data></Cell>
<Cell><Data ss:Type="String">1.0</Data></Cell>
<Cell><Data ss:Type="String">noise ratio when driving in standing</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">run_modifier</Data></Cell>
<Cell><Data ss:Type="String">1.2</Data></Cell>
<Cell><Data ss:Type="String">modifier noise while driving double</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">sound_speed</Data></Cell>
<Cell><Data ss:Type="String">343.0</Data></Cell>
<Cell><Data ss:Type="String">the speed of sound m / s</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">tooltip_bgcolor</Data></Cell>
<Cell><Data ss:Type="String">0xAA000000</Data></Cell>
<Cell><Data ss:Type="String">the background color of the cursor tultipa</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">grenade_max_distance</Data></Cell>
<Cell><Data ss:Type="String">30.0</Data></Cell>
<Cell><Data ss:Type="String">Maximum throw grenades in meters</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">grenade_dispersion</Data></Cell>
<Cell><Data ss:Type="String">8</Data></Cell>
<Cell><Data ss:Type="String">scatter factor grenades</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">far_shooting</Data></Cell>
<Cell><Data ss:Type="String">125</Data></Cell>
<Cell><Data ss:Type="String">distance which is considered that the shot is in meters</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">middle_tired</Data></Cell>
<Cell><Data ss:Type="String">1500</Data></Cell>
<Cell><Data ss:Type="String">Tired medium (stamina)</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">heavy_tired</Data></Cell>
<Cell><Data ss:Type="String">100</Data></Cell>
<Cell><Data ss:Type="String">Tired badly (stamina)</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">lazy_time</Data></Cell>
<Cell><Data ss:Type="String">30</Data></Cell>
<Cell><Data ss:Type="String">How much time should elapse without an order of events for the Lazy, seconds</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">medium_wound</Data></Cell>
<Cell><Data ss:Type="String">45</Data></Cell>
<Cell><Data ss:Type="String">100 - well from 99 to the value - slightly injured, from this to heavy_wound secondary injury</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">heavy_wound</Data></Cell>
<Cell><Data ss:Type="String">25</Data></Cell>
<Cell><Data ss:Type="String">heavy_wound to critical_wound - serious injury</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">critical_wound</Data></Cell>
<Cell><Data ss:Type="String">15</Data></Cell>
<Cell><Data ss:Type="String">critical_wound to 0 - critically injured</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">critical_wound_period</Data></Cell>
<Cell><Data ss:Type="String">50</Data></Cell>
<Cell><Data ss:Type="String">each specified time period was 1 in the critical injury of health, seconds</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">stamina_down_hit</Data></Cell>
<Cell><Data ss:Type="String">100</Data></Cell>
<Cell><Data ss:Type="String">reduction of forces in the stock hit in the body</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">stamina_down_armor</Data></Cell>
<Cell><Data ss:Type="String">200</Data></Cell>
<Cell><Data ss:Type="String">reduction of forces in the stock hit in flak jacket</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">accuracy_mod</Data></Cell>
<Cell><Data ss:Type="String">1.2</Data></Cell>
<Cell><Data ss:Type="String">factor for the accuracy of the characters (less than 1 increases the accuracy and decreases of more than 1)</Data></Cell>
</Row>
<Row ss:AutoFitHeight="0">
<Cell><Data ss:Type="String">weapon_accuracy_mod</Data></Cell>
<Cell><Data ss:Type="String">1</Data></Cell>
<Cell><Data ss:Type="String">factor in the angle of dispersion of weapons (less than 1 increases the accuracy and decreases of more than 1)</Data></Cell>
</Row>
------------------------------
Hope this helps explain what's going on behind the scenes,
Rob
