M2HB Accuracy & Firemode Discrepancy

General discussion of the Project Reality: BF2 modification.
Post Reply
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

M2HB Accuracy & Firemode Discrepancy

Post by nedlands1 »

The real life M2 machine gun can fire in an automatic mode and in a single shot mode. The in-game M2 can only fire in an automatic mode.

Image
Source: FM 23-65 Chptr 3 Operation and Functioning

The real life M2 machine gun can engage point targets up to 1,500m (with single shots) and area targets up to 1,830m. The in-game M2 would have no hope of doing this (if we assume a point target is the width of a man). A grouping of 19"(width of a man) at 1500m corresponds to about 1.1 MOA accuracy (1.1 = 60tan^-1 (0.4826/1500)), which would be something similar to a semi-automatic sniper rifle firing good ammo. However the width of a man in BF2 is 0.8m according to Rhino. Therefore this accuracy would be about 1.8 MOA. The in-game M2 fires 6 MOA groups (Group size (MOA) = degrees to MOA conversion factor x deviation (degrees of half an arc or half degrees) x 2 = 60 x 0.05 x 2 = 6). Now in order to scale this value back to a realistic BF2 value the mindev needs to be scaled from 0.05 to about 0.015 to get that 1.8 MOA accuracy.

Image
Source: FM 23-65 Chptr 1 Introduction

The current mounted machine guns have no muzzle climb and it looks like coding in muzzle climb would be very difficult (since none of the handheld weapon, "recoil" modifiers can be used). Therefore wouldn't it be an idea to approximate the effects of muzzle climb with the deviation modifiers? One could use the very low baseline deviation (ObjectTemplate.deviation.minDev 0.015) to enable point targets to be engaged at long range and have some added deviation after firing (ObjectTemplate.deviation.setFireDev) to simulate the gun wobbling a bit after firing. This would make the single shot very useful to engage prone infantry at long range since currently there is no incentive to do so as a 100 round burst has the same possible inaccuracy of a single shot. A similar system could be put in place for the other HMG's too. I think traversing the gun should be slower too since the weapon itself weighs something like 40 kg and the mount wouldn't be too light either.
Image
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: M2HB Accuracy & Firemode Discrepancy

Post by Mosquill »

[R-CON]nedlands1 wrote:However the width of a man in BF2 is 0.8m according to Rhino. Therefore this accuracy would be about 1.8 MOA. The in-game M2 fires 6 MOA groups (Group size (MOA) = degrees to MOA conversion factor x deviation (degrees of half an arc or half degrees) x 2 = 60 x 0.05 x 2 = 6).
The size of a man in bf2 is exactly like in real life. It's not scaled.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: M2HB Accuracy & Firemode Discrepancy

Post by nedlands1 »

[R-CON]Mosquill wrote:The size of a man in bf2 is exactly like in real life. It's not scaled.
I had a little check in the editor. Seems like Rhino is wrong and you are right about the measurements, based purely on the soldier model itself. The meshes are quite strange though:

http://i227.photobucket.com/albums/dd15 ... lMesh1.jpg

http://i227.photobucket.com/albums/dd15 ... lMesh2.jpg

Who would have thought: http://i227.photobucket.com/albums/dd15 ... alMesh.jpg

EDIT: Seems I created this thread in a silly place. Silly me.
Image
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: M2HB Accuracy & Firemode Discrepancy

Post by Mosquill »

'[R-CON wrote:nedlands1;670376']I had a little check in the editor. Seems like Rhino is wrong and you are right about the measurements, based purely on the soldier model itself. The meshes are quite strange though:

http://i227.photobucket.com/albums/dd15 ... lMesh1.jpg

http://i227.photobucket.com/albums/dd15 ... lMesh2.jpg

Who would have thought: http://i227.photobucket.com/albums/dd15 ... alMesh.jpg

EDIT: Seems I created this thread in a silly place. Silly me.
IIRC, bullets ignore soldier's decal mesh, they use physical bones.

And what the hell is wrong with that grenade?
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: M2HB Accuracy & Firemode Discrepancy

Post by HughJass »

I guess the grenade is just how the physics work in bf2? I dont know but that is one screwed up mesh :D
Image
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: M2HB Accuracy & Firemode Discrepancy

Post by nedlands1 »

[R-CON]Mosquill wrote:IIRC, bullets ignore soldier's decal mesh, they use physical bones.

And what the hell is wrong with that grenade?
Perhaps someone dropped it down the hatch during development? :-D
Image
101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Re: M2HB Accuracy & Firemode Discrepancy

Post by 101 bassdrive »

congrats on R-CON status mosquill!
cant really add anything to the rest of the thread since I have no clue about math and massbending black hole nades :D
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: M2HB Accuracy & Firemode Discrepancy

Post by Outlawz7 »

[R-CON]nedlands1 wrote:I had a little check in the editor. Seems like Rhino is wrong and you are right about the measurements, based purely on the soldier model itself. The meshes are quite strange though:
I believe that the mesh is the reason behind the fact, that in-game you can go prone next to a wall and have your feet stick through the other side.
Image
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: M2HB Accuracy & Firemode Discrepancy

Post by DeltaFart »

Wow you got a lot of nice info

First we need some good M2 sights, and good sights for all the MGs for that matter. The ones ingame now just barely cut it
Post Reply

Return to “PR:BF2 General Discussion”