[Coding] Balistics/zeroing [WIP]

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M.0.D
Posts: 138
Joined: 2006-05-07 21:54

Re: [Coding] Balistics/zeroing [WIP]

Post by M.0.D »

Rico, you need to understand that ingame "scale" is unimportant to real-life scale .. the only thing that is important is, that the distance ( meters ) is in the right scale to the speed ( meters / second ) and to the gravity ( also meters / seconds )

everything else is just a problem of the scale of the models, because on you screen that soldier is only a few cm big. Important is, that the ingame values are in scale to each other, which would be ( if it is not ) pretty stupid.
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Rico11b
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Re: [Coding] Balistics/zeroing [WIP]

Post by Rico11b »

M.0.D wrote:Rico, you need to understand that ingame "scale" is unimportant to real-life scale .. the only thing that is important is, that the distance ( meters ) is in the right scale to the speed ( meters / second ) and to the gravity ( also meters / seconds )

everything else is just a problem of the scale of the models, because on you screen that soldier is only a few cm big. Important is, that the ingame values are in scale to each other, which would be ( if it is not ) pretty stupid.
Ah,

YOU need to UNDERSTAND that this IS very important. Exactly as you have pointed out. You can't just add a bunch of real world stats if the scale is off in game. That will cause the speed of any projectile in game to be way off. Kinda how they are now.

The distance (in meters) being in the right scale to the speed is EXACTLY what I am referring to. I could care less about the scale of different things like buildings, cars, trucks, tanks, etc, etc. We are talking about the same thing, we are just calling something different.
M.0.D
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Re: [Coding] Balistics/zeroing [WIP]

Post by M.0.D »

yeah pretty much you were trying to compare RL-Meters to ingame-meters, as the only important point is if the ingame speed is calculated with ingame-meters

i think this it is what caused all this confusion ;)
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zangoo
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Re: [Coding] Balistics/zeroing [WIP]

Post by zangoo »

if we are using a effect for a tracer is there a way to increase the draw distance of the effect allowing ppl to see tracers at long distance? can you add a cullradius to a effect?
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zangoo
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Re: [Coding] Balistics/zeroing [WIP]

Post by zangoo »

what is the solution to make the tracers random, python?
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zangoo
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Re: [Coding] Balistics/zeroing [WIP]

Post by zangoo »

also are we going to use multiple weapons, and mag link to have more then 1 zero range for the longer range weapons like snipers? also what have the devs said about realistic damage drop off?

edit:i am making a simple object that uses the p_tacer_r.bundledmesh, and going to add it to the projectile to make a tracer. i looked on the python wiki for bf2 and i really dont think there is any code to do what we need.
Last edited by zangoo on 2008-07-23 00:21, edited 1 time in total.
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Sabre_tooth_tigger
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Re: [Coding] Balistics/zeroing [WIP]

Post by Sabre_tooth_tigger »

Have the info passed to a dev then worked on 'collectively' ?
Mosquill
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Re: [Coding] Balistics/zeroing [WIP]

Post by Mosquill »

Doesn't look like OTHER devs care about it though.
Jonny wrote:I have not been able to test the damage drop off ranges yet because Mosquill has all the data. I asked for it earlier on in the thread but he does not want to give it to me. So I have not been able to even look at the damage drop off.
Well what data do you need? Just tell me and I'll send it to you.
zangoo
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Re: [Coding] Balistics/zeroing [WIP]

Post by zangoo »

ok so are we going to do realistic damage drop off, if this is the case we are really going to need to tweak the base damage values or it will take way to many hits to kill with smaller bullets like the 5.56mm.


also jonny i really think xfire could speed up some of this work helping to complete this project and get it into .8.
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zangoo
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Re: [Coding] Balistics/zeroing [WIP]

Post by zangoo »

jonny was "k" based off tracers?
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Mosquill
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Re: [Coding] Balistics/zeroing [WIP]

Post by Mosquill »

So maybe that's why K was changing with every release? Maybe the velocity of the tracer was changing? Its 75% in 0.75, maybe it was something like 80% or 60% in previus versions?
zangoo
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Re: [Coding] Balistics/zeroing [WIP]

Post by zangoo »

ok after testing, it really looks like the random tracer idea wont work, the only options are

1) all or nothing, eg: a sniper would have no tracers and a automatic rifleman would have all tracers.

2) keep tracer bug

3) no ballistics
Last edited by zangoo on 2008-07-28 23:16, edited 1 time in total.
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Sabre_tooth_tigger
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Re: [Coding] Balistics/zeroing [WIP]

Post by Sabre_tooth_tigger »

So long as the 50 cal on the trucks has tracers, thats the main use (the times you would follow the tracer path to see whats being fired at) I think. They have no drop currently, a compromise?
$kelet0r
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Re: [Coding] Balistics/zeroing [WIP]

Post by $kelet0r »

If the issue boils down to having all tracers or no tracers, what are the chances of making 2 types: one red/green as appropriate and the other transparent so that only 'tracer' coded effects need be used
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