[Coding] Balistics/zeroing [WIP]
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
Re: [Coding] Balistics/zeroing [WIP]
ok set mv to 100, and 0 drag, then shoot at a target 200m away, time it and your done, you would be close enough to see the hit effect and the tof would be big so you could time it easyer.
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
Re: [Coding] Balistics/zeroing [WIP]
ok i have looked into this tracer issue. we might be able to keep it this way. cus in real life the m856 round (5.56mm tracer round) shoots slower then the m855 round (5.56mm ball round) and with the tracer powder burning away as the bullet flys, making it slow down even faster could make a trajectory like we currently have ingame. but i am going to look into this a bit more cus i could be wrong.
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zangoo
- Posts: 978
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Re: [Coding] Balistics/zeroing [WIP]
should we try to include tracer burn out? also we might be able to make the tracer a effect and have it light up things it passes by, i am going to do some more tests to see if it will work.
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halvor1
- Posts: 1017
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Re: [Coding] Balistics/zeroing [WIP]
How about showing off some of youre guys work since this thread has been going on long time
SO it would be sweet to see some of the result it has caused 
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nedlands1
- Posts: 1467
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Re: [Coding] Balistics/zeroing [WIP]
What you'll see is rounds landing in a slightly different positions at various ranges. Not sure how much fun you'll have watching a video of that.halvor1 wrote:How about showing off some of youre guys work since this thread has been going on long timeSO it would be sweet to see some of the result it has caused
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Masaq
- Retired PR Developer
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Re: [Coding] Balistics/zeroing [WIP]
Lol, those tracers are funny as hell 
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: [Coding] Balistics/zeroing [WIP]
Apparently a .50 BMG will travel nearly 5 miles but it'll take 42 secs to get there. Not sure that is very helpfull but the data used might be so links below

http://www.mega.nu/50calreport_v2_bitmap.pdf
Airborne Combat Engineer: Can a .50 BMG travel nearly 5 miles?
Airborne Combat Engineer: Weapons & Firearms

http://www.mega.nu/50calreport_v2_bitmap.pdf
Airborne Combat Engineer: Can a .50 BMG travel nearly 5 miles?
Airborne Combat Engineer: Weapons & Firearms
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
Re: [Coding] Balistics/zeroing [WIP]
ok jonny when you were setting mv in the tracer file, what file were you doing this in?
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Smegburt_funkledink
- Posts: 4080
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Re: [Coding] Balistics/zeroing [WIP]
It's going to be funny as hell if the insurgents celebrate by shooting the sky near the end of the round, only to be showered with TK's a minute later.Sabre_tooth_tigger wrote:Apparently a .50 BMG will travel nearly 5 miles but it'll take 42 secs to get there. Not sure that is very helpfull but the data used might be so links below
http://www.mega.nu/50calreport_v2_bitmap.pdf
Airborne Combat Engineer: Can a .50 BMG travel nearly 5 miles?
Airborne Combat Engineer: Weapons & Firearms
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[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
Re: [Coding] Balistics/zeroing [WIP]
it doesnt matter, for most guns you wouldnt be able to aim at a target past 1.4km, and if it comes to it, most of the sniper rifles irl have a trajectory very close to being linear, so it would be easy to make the trajectory match to greater ranges.
jonny i added it to the bottom and it didnt have any effect.
here is what i have found from my tests
shooting at one of those walls in the kashan airfield, the ones that have a whole bunch of little squares.
m40a3
mv=100m/sec
g=0.1
drag=0
mass=default
target 50m away using move marker(diffrent then using soflam)
tracer has 4.5 square drop and normal round has 2.5 square drop
it was the same even if i added objecttemplate.velocity xx to the projectile file, projectiles_tracer_r.tweak, the tracer effect located in bf2 files, it still didnt have any effect on the amount of drop.
jonny i added it to the bottom and it didnt have any effect.
here is what i have found from my tests
shooting at one of those walls in the kashan airfield, the ones that have a whole bunch of little squares.
m40a3
mv=100m/sec
g=0.1
drag=0
mass=default
target 50m away using move marker(diffrent then using soflam)
tracer has 4.5 square drop and normal round has 2.5 square drop
it was the same even if i added objecttemplate.velocity xx to the projectile file, projectiles_tracer_r.tweak, the tracer effect located in bf2 files, it still didnt have any effect on the amount of drop.
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DeltaFart
- Posts: 2409
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Re: [Coding] Balistics/zeroing [WIP]
would it be any use dropping the tracers if no fix can be made?
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
Re: [Coding] Balistics/zeroing [WIP]
I had the same outcome when I tried changing the muzzle velocity and gravity modifier for the tracers.zangoo wrote:it was the same even if i added objecttemplate.velocity xx to the projectile file, projectiles_tracer_r.tweak, the tracer effect located in bf2 files, it still didnt have any effect on the amount of drop.

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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
Re: [Coding] Balistics/zeroing [WIP]
ok i did a test, this tracer bug is present in bf2 fyi
