I take, English isn't your first language or did you skip the grammar rules?Hotrod525 wrote:United Kingdom is using SUSAT scope on he's MINIMI,
/grammar nazi
Not buying it. I'm fairly sure the rounds do not follow the path of the pixel in the sense that you are suggesting. There are two possible scenarios that come to mind. Firstly, minute changes (not literally minute the angle) could be only visually represented over the size of a pixel or greater. This would mean that the actual location is somewhere between two pixels. The other alternative is that the approximation is also in the actual location. Therefore there would be "dead spots" between individual pixels when the crosshair jumps from one spot to the next. Both of these cases, which are the likely scenarios, would not result in a arc (mathematic sense not ballistic) in which a bullet's forward, cross-sectional area expands proportional to distance traveled.Billy_Crook_Foot wrote:I am sure this has been raised before but I'll mention it again anyway. Let's not forget the problem of bullet scale over distance. On close range shots (game terms) the pixel that represents the top, middle, center of the post at the end of your rifle (where your bullet will strike) when superimposed over an enemy combatant will block out roughly a pixel or a group of pixels... i.e your shot hitting an opponent up close is probably the size of a golf ball in relation to their overall proportions. All well and good.
Consider the above situation when firing at an opponent who is 5 times further away - and let's say for the sake of argument, this character will be one quarter of the height of the first opponent above. Your "aiming pixel" (and therefore bullet path) - the centre top of your front rifle post - is proportionally greater when superimposed over this distant figure. If the far away figure is 10 pixels high (arguments sake) and your aimpoint is still 1 pixel in size - you are effectively firing MASSIVE rounds at you target. Rounds that are effectively one tenth the size of your target (using the made up figures above). In short, when proportions are taken into account, it is like firing rounds the size Basket balls at somebody over range. Anyone getting my drift?
Combine this with the lower relative movement speed (left to right across your screen) of your enemy when at range, and all of a sudden really long shots at sprinting targets don't feel as difficult as they should. There is no wind to consider, nor variations in firing position/weapon handling or fatigue - you only really need to get the lead right (lag and distance). I am fairly sure that if I saw somebody shoot a sprinting man at 400 metres over open sights I would be pretty impressed. In FPS games, it happens pretty commonly. I guess these things can't really change in any FPS until we resolutions approaching infinity. I'm not bagging PR, it is something unavoidable at this point.
I am not really sure if we need more scopes in game....
Here is a little caveat to the above: I assume that our fired rounds will always pass through the top, middle of the post at any range(?). Do we still have the CONE OF FIRE? Dev post above indicates that this may not be true...
Don't take that to extremes - the bullets would hardly go all over the place. They would simply be noticeably less accurate when engaging a point target at range, not BF2 cone of fire a-like at 10m'[R-DEV wrote:fuzzhead;542002']we have made some tweaks to deviation model soulis, i think youll like it.
basically, it does what your describing, when you run, you need to stop for a few seconds nad steady yourself. you WILL NOT have instant accuracy after spriting 100 meters, it will take tim eto regain accuracy. if you shoot during this time, your shots will go all over the place.
so someone in a good defensive position, whos been sitting prone for a while, will get very little deviatiion and be at an advantage to the guy spriting like a madman and prone diving.
Yes, but IRL soldiers don't just instaprone under fire, and while theres a barrage of bullets going over their head, they can simply headshot the guy suppressing them.$kelet0r wrote:Don't take that to extremes - the bullets would hardly go all over the place. They would simply be noticeably less accurate when engaging a point target at range, not BF2 cone of fire a-like at 10m

It's OK, I understand what you have layed out - the two pixels you refer to are the two end points of a mathematical arc (of "blind spots" ). I was under the impression that accuracy is determined by drawing a vector between two points (x, y and Z ). We then travel along this vector from source to target until we find the first object (wall, vehicle, tree or soldier ) that intersects this vector. If there is such an approximation between the first aim point and the second aim point (smallest deviation possible) - i.e. the mathematical arc at the far end, how is it determined? Is this the cone of fire and was it created to diminish or nullify the situation I described in my first post?nedlands1 wrote:Not buying it. I'm fairly sure the rounds do not follow the path of the pixel in the sense that you are suggesting. There are two possible scenarios that come to mind. Firstly, minute changes (not literally minute the angle) could be only visually represented over the size of a pixel or greater. This would mean that the actual location is somewhere between two pixels. The other alternative is that the approximation is also in the actual location. Therefore there would be "dead spots" between individual pixels when the crosshair jumps from one spot to the next. Both of these cases, which are the likely scenarios, would not result in a arc (mathematic sense not ballistic) in which a bullet's forward, cross-sectional area expands proportional to distance traveled.
Except for the stone (AFAIK from personal research in the weapon .tweak files), all weapons have a cone of fire.
If you need a diagram to illustrate the two scenarios, I think I can whip them up. Just ask![]()
BloodBane611 wrote:This is not about the small number of infantrymen who got their hands on one of the new picatinny railed M249s. This is about what most US forces are issued - M249s manufactured primarily in the 1990s, M240s manufactured primarily in the 1980s and -90s, and all without the fancy rails that allow you to mount optics. While many are being equipped with rails, the great majority are do not have optics mounted on them, are not designed to be used with optics, and should not be depicted with optics.
Also, we can effectively eliminate any NV/IR scopes. They are rarely if ever mounted by US troops, mainly because switching scopes between day and night operations is a waste of time, and using one doesn't allow you to operate in lit areas.
Once again, I'm not arguing that US soldiers do not equip their weapons with non-standard optics. It's just that they are non-standard, and we shouldn't be giving every dolphin-diving noobie a chance to snipe you in the head from 600 meters, or depicting the US military as using an overabundance of optics on their support weapons.
If one of the real US infantrymen around here wants to come in and kick my butt around because I'm wrong, feel free. This post is my understanding of the way things work, and should not be construed to imply that there is any fact involved in my thought.


BloodBane611 wrote:This is a pointless argument between the two of us, but it could use some professional advice from one of the real infantrymen around here.


