[Coding] Balistics/zeroing [WIP]

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Mosquill
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Post by Mosquill »

So did the K changed in the latest release? If so, I think it would be easy to track what caused the change.
zangoo
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Post by zangoo »

hyw jonny from your test, if you have a drag of 1 and a mass 1 then change the mass to 0.5 does the bullet go twice as far?
DeltaFart
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Post by DeltaFart »

nice job, whats the progress so far?
Mosquill
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Post by Mosquill »

Jonny wrote:New k is ~0.0314, need more data though to get it accurate. (any chance of using python, Zangoo?)

updated spreadsheet and did not need to change the angle on the SVD. Zeroed better than before, but mass is now to get the zero right, not to get the right mass. BC mass is used to get the angle to 3dp. It seems to work well though, the SVD works better than before.

(m = 0.0537)
Use the new files and check for existing animations:

SVD
m - 0.0590
v - 830
h - 0.07
θ - 0.288

AK-47
m - 0.0350
v - 710
h - 0.05
θ - 0.195

SKS
m - 0.0352
v - 735
h - 0.05
θ - 0.085

They should work OK.
What BC's and ranges did you use?
Mosquill
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Post by Mosquill »

Jonny wrote:.43, .28, .28
500, 250, 50
You want SKS to be zeroed at 50m? You sure?
zangoo
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Post by zangoo »

ok so i understand why you wanted to change the mass instead of the drag. i have asked but it seems that it is not possible to use python. i can get a measurement down to 0.001sec using the demo files.
VipersGhost
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Post by VipersGhost »

Jonny wrote:Mosquill:
the SKS has iron sights, so yes.
I'd say at least 100m. The SKS we always plinked around with was sited at about a 100m iirc.
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
zangoo
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Post by zangoo »

jonny do you have xfire cus it would be so much easyer to use that instead of this. also you say you need high speed rounds, would 1000m/sec be fast enough or should we push to around 1300m/sec?


also is it possible to make every gun that pr made use a texture scope that can be changed in the tweak file, this would allow the guns to be changed alot easyer.


also we need to pick the round the mec will use, or get a dev to post here and tell us but that could take along time.
zangoo
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Post by zangoo »

ok jonny for the test, what do you want the bullet specs to be? i will run it and slow the demo down to 1% and time it to help you get a good value of k. should i run it slower then 1% or is 1% slow enough?
Mosquill
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Post by Mosquill »

Judging by the tests I've made, I think guns should be zeroed at:
sniper rifles: 400m-600m;
marksman rifles: 300m-400m;
scoped assault rifles: 200m-300m;
assault rifles with irons: 100m-250m;

Those are the limits we should stick to. Not sure about LMGs and pistols though.
zangoo
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Post by zangoo »

i think a lgm should be zeroed to 250-350m cus that is the range that i see them used at most.

snipers
should be zeroed to 600m cus people use the sniper for most things over 500m.

marksman
should be at 400m cus it is a weapon that is not used for super longrange but still needs to reach out.

scoped weapons
should be at 300m cus that is the range that they are used at alot of the time.

iron sights
should be at about 150m cus after that it is more or less just shoot and try to hit them.
Masaq
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Post by Masaq »

Absolutely not.

Scoped weapons should be zereod to whatever range their optics are normally calibrated to. If that means different values for each faction's primary weapon, so be it! Your aim isn't to get what you think is best but what should be realistic, right?

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
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zangoo
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Post by zangoo »

afaik most people change the range their guns are zeroed to depending on the range they are shooting, but this is not possible unless we make the bullet come out of a barrel and can change the angle of the barrel ingame with python. so guns should be zeroed to the range they are used most at.
Mosquill
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Post by Mosquill »

'Zangoo' wrote:i think a lgm should be zeroed to 250-350m cus that is the range that i see them used at most.

snipers
should be zeroed to 600m cus people use the sniper for most things over 500m.

marksman
should be at 400m cus it is a weapon that is not used for super longrange but still needs to reach out.

scoped weapons
should be at 300m cus that is the range that they are used at alot of the time.

iron sights
should be at about 150m cus after that it is more or less just shoot and try to hit them.
We should not zero weapons at their max effective range. For example, if you zero m24 at 600m, a bullet fired from it will have 90cm rise above line of sight at 320m. So you won't be able to hit a lying man at distance >150m and <450m.

I think this is how the guns should be zeroed:
LRR (long range rifles):700m
sniper:500m
marksman:400m(or 300m, not sure)
scopes:250m
irons:200m

Haven't tested LRRs though.
Jonny wrote:It depends on the map, Masaq, so we are trying to get a range that will be used most often with the variable range scopes and going for real range on the ones that dont vary, hence the AK47 is zeroed to 250.
Ak47 has an adjustable iron sights, can be zeroed at different ranges.
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