The SA80.
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
ok guys i will show you that they are not zeroed like real, life each bullet just drops slower or faster.
here is the bullet that the m16a4 acog uses
ObjectTemplate.create GenericProjectile 556_45_r
ObjectTemplate.material 3556
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_r.tweak
note that it has a gravitymodifier, to have real gravity it should be set to 0.66, but it is set to 0.3.
here is the bullet for the m40a3
ObjectTemplate.create GenericProjectile 762_51_sniper
ObjectTemplate.material 3762
ObjectTemplate.damage 80
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 600
ObjectTemplate.DistToMinDamage 1500
ObjectTemplate.gravityModifier 0.1
include projectiles_common.tweak
the guns are not zeroed, i do not care what the guide says the tweak files say the guns are not zeroed the way they should be in real life. they have changed the amount of bullet drop to try and make it seem like the guns are zeroed, but the bullet never goes above the scope, ever.
here is the bullet that the m16a4 acog uses
ObjectTemplate.create GenericProjectile 556_45_r
ObjectTemplate.material 3556
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_r.tweak
note that it has a gravitymodifier, to have real gravity it should be set to 0.66, but it is set to 0.3.
here is the bullet for the m40a3
ObjectTemplate.create GenericProjectile 762_51_sniper
ObjectTemplate.material 3762
ObjectTemplate.damage 80
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 600
ObjectTemplate.DistToMinDamage 1500
ObjectTemplate.gravityModifier 0.1
include projectiles_common.tweak
the guns are not zeroed, i do not care what the guide says the tweak files say the guns are not zeroed the way they should be in real life. they have changed the amount of bullet drop to try and make it seem like the guns are zeroed, but the bullet never goes above the scope, ever.
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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
the engine only allows the rounds to come out of the centre of the screen, not higher so rounds cannot fly out of weapons like real world. When we were on the simulators at Bovington the arc the rounds from armoured vehicles fly through is somewhat surreal when they go up and then down, you have to rely on lasing targets with one button for distance and then using the HUD to alter elevation of fire. Any army without lasing capabilities is going to have extreme issues with fighting at range, slowing them down so the response time is lowest for modern forces with modern equipment!
If you think about it, everything ingame is twice real world size, so values had to be halved, or approximate as I've been led to believe. Distances you get used to playing for a while, but a new player to the game whose only experience with distances is in the real world would initially have trouble judging distances for spotting till they've played a bit and got used to the halving.
If you think about it, everything ingame is twice real world size, so values had to be halved, or approximate as I've been led to believe. Distances you get used to playing for a while, but a new player to the game whose only experience with distances is in the real world would initially have trouble judging distances for spotting till they've played a bit and got used to the halving.

[R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
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bobfish
- Posts: 217
- Joined: 2007-03-11 11:41
https://www.realitymod.com/forum/f200-p ... post572002Jonny wrote:BAAAAHAHAHAHAHAhahahahahahha......
The guide is just a complete failure for the balistics.
You have no idea how wrong it is.
Gravity is wrong and inconsistent, there is no atmosphere, masses are just ignored, several velocities are wrong and damage is guessed. There are probably more, but those are the easiest ones to spot.
It's all over the PR forums and other BF2 forums. Ballistics are screwed up in BF2.
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Jonny wrote: The guide is just a complete failure for the balistics.
You have no idea how wrong it is.
Gravity is wrong and inconsistent, there is no atmosphere, masses are just ignored, several velocities are wrong and damage is guessed. There are probably more, but those are the easiest ones to spot.

"damages are guessed"
You base that on what exactly? The damage and damage drop off templates were formed, tested, reformed, retested on and on and on until we got the results we wanted on how bullet projectiles react to infantry and certain vehicles. Knowing that it's 2 shots center mass with 7.62x51 and 3 shots center mass with 5.56x45 is far from a guess.
"Gravity is wrong and inconsistent, there is no atmosphere, masses are just ignored,"
Oh of course, because the days of moving vehicles and even tanks with small arms fire must have just magically dissappeared without anybody coding it. About zeroing, I helped make those changes and I put that info on the Wiki. It specifically says you only have to compensate for the bullets trajectory after the point we claim it's zeroed at, and all that is true. That change was made in combination with the enlargement of engagement ranges that came in 0.6.
All that said, how is your endeavour into ballistics coding coming along? Because judging by your tone, I think it's put up, or shut up time....
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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SGT.JOKER
- Posts: 1014
- Joined: 2007-03-18 17:35
It all depends on the user of the weapon really, some people jus cant use certin weapons. I can use the L85 and the M16 and somewhat the QBZ perfectly fine, they are all fairly accurate, but I couldnt hit anything with that peice of **** G3 even if i tryed. Again It just depends onwhat the user can or cant use
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game
Riflemen, SAW Gunner, Grenaider.

Just getting back in the game
Riflemen, SAW Gunner, Grenaider.

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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
i made the guns shoot a missile(you can make it just like a bullet), it shoots the missile out at a angle pointing upwards, then the missile accelerates, you can make it accelerate fast enough so it looks like a bullet. then i added gravity to the missile. so it is fired goes up then falls and if you want to zero the gun then you just change the angle that the missile comes out.
