I'm the one responsible for the way the rifles are currently "zeroed". Back when this change was made I spent a lot of time in game testing and concluded that those values were to be used for these reasons.
1. BF2 Bullet drop is linear, it's something that we have to deal with
2. Because of no.1, all we can do is limit how effective/accurate a rifle is at any given range.
3. The values were concluded as follows from military advice I obtained through regulars on these forums and our MA team. Weapons are often zeroed to the particular situation of a given mission but these values are quite common.
Carbines: 100m (1.0)
Rifles: 300m (0.3)
DMR/Sniper:600m (0.1)
Now, I knew you'd mention moving up that sight picture. That was one of my first suggestions when I embarked on this escapade to get more realistic ballistics in PR. But my dreams were shot down because I wasn't (like you are currently not) taking into consideration the sheer amount of work that would have to go into doing that.
We'd have to edit every single weapons textures just to move the sight picture up and you also have to bare in mind that the vBF2 weapons we still use can't be edited. If they could we most certainly would not be using that retarded AK sight that looks like your eyeball jumped out of its socket and slid up the reciever.
So,
Jonny wrote: [*]all bullets follow realistic and believable ballistic tragectories
pics or it didn't happen
Nah seriously. Your drag idea seems pretty cool. I'm sure you'll definitely be able to get a better ballistics model than me because you definitely seem to have the knowledge of physics to do so (plus, I'm just a sound guy




