Jonny wrote:It ABSOLUTELY MUST BE INCLUDED when zeroing the rifles, Mosquill.
You'r saying it like I was arguing about that...
Jonny wrote:I could not get the drag value to change anything during initial testing, the only way to change it was by changing mass. It is also pointless re writing the model to include it as it is NEVER found on its own, it is always divided by the mass.
CRD_NONE/1/0/0 ??? ObjectTemplate.drag is a simple float value, it should be something like 1 or 2 or 0.5 . If you want to see a difference, then put this in the projectile's code:
ObjectTemplate.tracerTemplate p_tracer_g
ObjectTemplate.tracerScaler 20
ObjectTemplate.drag 100
You should see tracers landing 10m in front of you.
Jonny wrote:Different BC would be difficult to add, but possible if you have a better model or the values for each and every bullet used in PR.
I think I can find/calculate BC for (almost)every bullet in PR, but I don't know which bullets PR uses. For example there is a big variety of bullets for SVD(7.62x54) with BC from 0.2 to 0.5. And I don't know wich bullets are common and wich are rare.
@[R-CON]nedlands1 Why can't we just use normal GL sights set at 100m? Wouldn't that be better then a simple HUD crosshair? I've already done m203's animations to use sigths (yesterday), and it looks much better.