BF2 metre size

General discussion of the Project Reality: BF2 modification.
Outlawz7
Retired PR Developer
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Post by Outlawz7 »

Then again, I killed someone with my scoped G3 400 m away on Jabal......
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G.Drew
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Joined: 2006-04-30 23:02

Post by G.Drew »

and i can get a bullseye with a marksmen kit at pretty decent ranges (400-500m)

but im lucky if a get 300m with a mosin nagant...
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
nedlands1
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Joined: 2006-05-28 09:50

Post by nedlands1 »

Outlawz wrote:Then again, I killed someone with my scoped G3 400 m away on Jabal......
400m, G3, aim at the base of the black triangle with the scoped variant. Done next. 8)
nedlands1
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Post by nedlands1 »

Jonny wrote:Is there an initial angle that the bullet will take in there somewhere?

I can start working out figures for all variables if there is.

EDIT:
We need to know if the drag thng is an acceleration or force.
A force of some kind. It is dependent on the mass modifier.
nedlands1
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Post by nedlands1 »

Jonny wrote:Directly related to I assume?

So SUVAT eqns would give the speed at a certain distance travelled along its path...
Nope. I put gravity to zero, reduced the rounds velocity, shot horizontally and timed it. It is not a constant deceleration. Therefore you can't use those equations. What I think happens is that it also dependent on instantaneous velocity. As the instantaneous velocity decreases, the deceleration decreases until round it not moving. If it had constant deceleration, eventually the round would stop and speed back in the general direction of the shooter. During these tests, beyond a certain range, bullet impacts weren't present(something like >150m). If I inched up so I was below this range they would suddenly reappear. This reinforces the idea that it is dependent on instantaneous velocity too.
nedlands1
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Post by nedlands1 »

Jonny wrote:Interesting...

it could therefore be either related to v or to v^2...

I'll try figure out what effects each would give...

EDIT:
Try it with a rocket, it should be easier to see.

Edit:
It could also be a resistance force which cannot be < 0, in which case it is a constant.
Whatever it is, it must be or have the same effect as a variable force which is proportional to instantaneous v.
nedlands1
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Post by nedlands1 »

Jonny wrote:Where exactly are the files to change these things, I'll try some testing of my own.

EDIT: found them, nevermind.

EDIT2:
The compressed file I get if about 2MB bigger than the original, and it wont load, how did you get it to work?
In all likeliness you have the wrong file. Before you start doing stuff either backup your individual files you change or copy the whole PR folder and make it a new mod and then fiddle. What you want to look in is the server archive.

EDIT: read your edits
Last edited by nedlands1 on 2007-10-27 13:22, edited 1 time in total.
Reason: EDIT: read your edits
nedlands1
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Post by nedlands1 »

Jonny wrote:I found the problem, I had a parent directory I was compressing as well, and I got it working now.

The tracers look really strange going at about 20ms^-1.
lol. If you need any help with what the modifiers do, this is a good place to start.
nedlands1
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Post by nedlands1 »

Jonny wrote:Image

well the drag stops the tracers without them going backwards...
Yep. In fact what you are looking at is the secret effect of the drag modifier. When you have it at certain settings is reveals the presence of laser gird security systems. :-D
nedlands1
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Joined: 2006-05-28 09:50

Post by nedlands1 »

I once shot myself with the low velocity settings. I lol'ed.
nedlands1
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Joined: 2006-05-28 09:50

Post by nedlands1 »

Jonny wrote:really? I can run through those and nothing happens - were you stationary or running into it?
Nah different scenario. I shot a slow round, jumped in from of it and got some damage. I did jump from a little height but I don't think it was enough for fall damage.
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