[Coding] Balistics/zeroing [WIP]

Making or wanting help making your own asset? Check in here
Post Reply
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

As for the rifles being zero'd to long. If you are trying to shoot a guy lying down then just aim a little low and you're all good. I think this is what any good marksmen would do...it also brings into play a little extra player skill. I used to run into this in older games that had realistic ballistics and it wasn't a problem once you got used to it.

Eitherway, I think 250m zero is pretty much what a lot of troops use IRL isn't it?
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Post by DeltaFart »

why dont we find a real soldier in the situations we're asking about and see what is the norm?
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

i think snipers should be zeroed to 600m cus it would make people learn to use them, not just point and shoot. you would also need a spotter to help tell you the distance so you know if you should aim above or below the target.


also jonny for the tests to find k, what are the values i should use.

weight:
speed:
drag:
distance:
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Yeah, please do.

PRC_Heavy is the chap to ask about the QBZ-95.
Kenwayy is your man for the M16.
Ask any one of the ABA guys for information on the L85
One of the Scandinavian members is probably your best bet for information on the G3 - I believe Norway use(d) them?


Seriously, I really feel there's little point putting all your hard work into it if you're going to end up with a bunch of carbon-copied rifles that all fire to the exact same distance because it's arbitarily "what's best".

Forcing players to adjust their play based on the weapons they use is for the best - if the M16 with ACOG is supposed to be zereod to 200m, put it there. If the G3 is supposed to be set to 300m, set it there.

Yeah, I understand that with most weapons a solider can adjust their sights on the fly - but if that can't be done in-game (without using up 4 weapon slots just for the rifle) - then ensure that the sights are accurate with markings for various ranges.

If you're gunna do it, do it as thoroughly and as completely as you can :D


zangoo wrote:i think snipers should be zeroed to 600m cus it would make people learn to use them, not just point and shoot. you would also need a spotter to help tell you the distance so you know if you should aim above or below the target.
*Sigh* Zangoo, you're missing the point. Don't try and force people to use weapons based on how you think they should be used. Force them to use weapons based on how they are used, or as close as you can get it. If they're zeroed to 500m, set them that way - even if it DOES make life easier for the poorer snipers out there.

"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
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Jonny wrote:really?

someone said 100m max for iron sights on reg. army rifles.
Hmmm, very possible for ironsites...I'm far from an expert. I recall a discussion on this a long time ago and the consensus was that the vets said 250m or so was a pretty common zero for a scoped AR. I'll PM a vet friend of mine in our clan and see what his experience was.
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

I think you will find that most snipers will zero their weapons quite close (300m or less) and then dial in the range based on data from a range card attached to their rifle. Question is, what range do you want to have dialled? I suppose you could use several weapon slots to have several dialled ranges. Would be nice to have a knob twiddling animation to go with it too :p .
Image
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

That's the problem with sniper rifles. They're never really set to a certain distance, but adjusted all the time. IRL you're not supposed to aim above or below the target, but directly at it, and so you adjust for wind, distance etc. all the time. So for snipers I think you should have several slots for different ranges.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

'Jonny' wrote:How are the first three doing, Mosquill?
I thought you need the K first? How are you going to test if the ballistics are all f*cked up right now:
Image
It's from the tests I've made some while ago. SVD at 500m, blue line - how it is right now, red line - how it should be.
[R-CON]nedlands1 wrote:I think you will find that most snipers will zero their weapons quite close (300m or less) and then dial in the range based on data from a range card attached to their rifle. Question is, what range do you want to have dialled? I suppose you could use several weapon slots to have several dialled ranges. Would be nice to have a knob twiddling animation to go with it too :p .
Yeah that would be nice. Unfortunately animations don't work that way, you can only have a single deploy animation (from what I know).
ZZEZ
Retired PR Developer
Posts: 4268
Joined: 2007-07-26 10:10

Post by ZZEZ »

AFAIK m16a4 has zeroing ability from 300m to 800m, most troops keep their at the minimum.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

Battlesight zero for the M16A4 is 25m. Rounds on the way down should be zeroed to ~300m as a result. Same goes for the M4 apparently. (Source: FM3-22.9 Chapter 5 Downrange Feedback (Phase II of Basic Rifle Marksmanship))
Image
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

Jonny wrote:I have a very rough value of k, I want the animations with the new angles though to test a few things.
Check your PM box then, it's all there.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

what if we used the barrel way for the snipers, if it is possible to change the angle in the tweak file we could adjust it ingame with python. that way he wouldnt have to do all that work for every gun just the snipers. it would also be alot more realistic, but how many animations would you need to change to make 1p and 3p match up?
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

zangoo wrote:what if we used the barrel way for the snipers, if it is possible to change the angle in the tweak file we could adjust it ingame with python. that way he wouldnt have to do all that work for every gun just the snipers. it would also be alot more realistic, but how many animations would you need to change to make 1p and 3p match up?
Something like 15, I guess, per gun. But I'm going to check that out and see what can be done about it.
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

Jonny wrote:AK and SVD work, but the SKS keeps crashing, can you get it to load the new animations on a local server and then send me that file with everything (including tweak file) so I can change the values and add it to the others?
Jonny sks is in weapons\handheld\simonov, not in weapons\handheld\sks(I think it's an old version). Just replace the animations, no need to tweak the .tweak

Also It might be a good idea to install xfire or icq. That would make things easier.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well if you want to use teamspeak i have my own teamspeak server that we can use. i also think xfire would speed up the tests a great deal.
Post Reply

Return to “PR:BF2 Community Modding”