[Coding] Balistics/zeroing [WIP]

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Mosquill
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Post by Mosquill »

Jonny, I already told you that AK has adjustable iron sights:
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Why should it be at 250m?

I'm very sure that ranges should be:
LRR :? ??
sniper:500m
marksman:400m
scopes:300m
irons:200m
And no, I'm not just guessing. These are the most optimal ranges. I've calculated the bullet drop and distance from LOS for different ranges.

SVD@500m has ~70cm max rise above LOS. SVD@400m has 40cm max rise.

SKS@100m has 1.5cm max rise IIRC. So 100m for SKS is really not enaugh.
Mosquill
Retired PR Developer
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Post by Mosquill »

G3 at 400m? Does it really have such superior ballistics? If so, then so be it.
You can't increase SVD's effectiveness simply by increasing it's battle zero distance. 500m is really really too much. And AK should be 200m.
KP
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Post by KP »

DO NOT use 350 for the G3. As I said, the sights are adjusted in 100 metre increments, so either use 300 or 400 metres.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
VipersGhost
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Post by VipersGhost »

I think there are a couple of guys in the forums that have trained with the G3, 400m seems like a very far zero for an assault rifle. Having to aim underneath a target to hit it at 300m's is going to seem a little strange. 300m on irons seems a little mucho as well...300m shot is a damn long shot for ironsites, I can't imagine a soldier with irons really focusing on fighting at that range. I know the G3 round is still a killer that far out but I'd say stick with 200/300 iron/scoped. It also kinda stays with the flow of how things are now. No disrespect in anyway, you guys are doing some awesome stuff and I know people are interested for sure outside of this thread.
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
zangoo
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Post by zangoo »

jonny sure it can be zeroed to that range, it might even be zeroed to thatr range in real life, but in pr at 300m a perosn is just a few pixels with iron sights. iron sights should be zeroed to a closer range, like around 150-200m, scoped guns should be at around 300m.


but please remember just cus the gun is zeroed to 500m doesnt mean any one will hit jack, the people need to be able to see the target to hit it.
Mosquill
Retired PR Developer
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Post by Mosquill »

No Jonny, IRONS: 200M. With the exception of ppsh and few others. Not 100m. First version will be at 200m.


I'm waiting for the Dev's response on 3d irons so I could start working on zeroing.
Masaq
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Post by Masaq »

I would suggest you maybe get in touch via PM with Fuzzhead, and clarify TWO things:

1) If the Devs want to consider 3D Ironsights.
2) What ranges they want each weapon's variant (optic and irons) zereod to.

Given that your finished product has to be passed over to the Devs for inclusion, I'd make sure you're creating a product that's going to be exactly what they want.

"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
RasdenFasden
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Joined: 2008-01-06 20:08

Post by RasdenFasden »

Maybe it would be possible to change zeroing by changing weapons/firemodes?
The problems I guess with these ideas that the remaining ammo in the mag may constantly reset in the former or that the latter doesn't work due to hard-codedness.
nedlands1
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Post by nedlands1 »

RasdenFasden wrote:Maybe it would be possible to change zeroing by changing weapons/firemodes?
The problems I guess with these ideas that the remaining ammo in the mag may constantly reset in the former or that the latter doesn't work due to hard-codedness.
The former is possible without any ammo count problems. The problem is the limited amount of weapon slots available and the extra work involved in zeroing more ranges.
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Masaq
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Post by Masaq »

Two per weapon with a changeable zero and two fire selector modes (semi and full auto) nets you four fire selection switches:

S-1
S-A
L-1
L-A


Then you could have say, 50m for the S zero, and 200m or so for the L for something like an AK-47.

"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
nedlands1
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Post by nedlands1 »

[R-MOD]Masaq wrote:Two per weapon with a changeable zero and two fire selector modes (semi and full auto) nets you four fire selection switches:

S-1
S-A
L-1
L-A


Then you could have say, 50m for the S zero, and 200m or so for the L for something like an AK-47.
To do that you need 2 weapon slots, each with a particular zero. eg:

#3 weapon selection key (250m battlesight setting on the graduated sight)

Single fire
Auto (#3 weapon selection key to toggle)

#9 weapon selection key (500m zero setting on the graduated sight)

Single fire
Auto (#9 weapon selection key to toggle)
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KP
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Post by KP »

So are there any more weapons you need info on, and what info? I found it was actually quite interesting digging for that stuff... :razz:
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
KP
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Joined: 2006-11-04 17:20

Post by KP »

For the Beryl and HK53, use the M855 round (BC: 0,301) at, respectively, 920 and 750 m/s.

The PKM and PKT use the same round (7.62x54) as the Mosin and SVD, with an MV of 825m/s.

The SSG69? What's that for? Anyway, it's a .308 Winchester rifle, so it depends on what round you want to go with - there's about a million .308 loads available.

For the 7.62 NATO G3, use the NATO M80 round. BC: 0,393.

I'll update you as I find more data.
Last edited by KP on 2008-03-24 12:29, edited 1 time in total.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

wait so we are going to use the barrel method? there are still some issues with it. if anyone could help find what is causing the issue guns should be easy to zero.
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