Faking bullet rise in snipers/scoped weapons.

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waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Faking bullet rise in snipers/scoped weapons.

Post by waldo_ii »

Yeah, I was wrong. The post is useless. Let this drop to the bottom of the forums

I know a lot as been done to get bullets to behave realistically. This suggestion is based on this one belief that I have. If the following belief is incorrect, then do not respond to this thread and let it fall to the bottom of the forums.

The BF2 engine cannot simulate how a bullet rises, falls, hits the zero mark, and falls further down. OR, the engine can do this, but the devs do not know how to make the engine simulate this.

Bullets originate at the center of the screen.

My suggestion: Dont put the center of the optics reticle in the center of the screen. Make it higher.

Example: Sniper
1. As far as BF2 is concerned, the sniper is zeroed at 300 meters.
2. Instead of making the sniper view circle in the very center of the screen, lower the image a little bit so the first mark above the center is accurate up to 300 meters.
3. Modify the bullet speed and drop such that at 600 meters (or whatever range you want the weapon to be zeroed at), the bullet will land on the center of the reticle.

Please excuse the crudity of my example image.
Image
Image
("Center" means that point is the center of the screen, where I believe the bullet originates from.)


Figure number 1 is how the sniper works AFAIK.

Figure number 2 is what it would be like after the suggestion.
For ranges of 0 - 300 meters, the player would use the first mark above the center.
For 301 - 599 meters, the player uses the space between the center and the first mark above the center.
For exactly 600 meters, the player uses the very center of the reticle.
For ranges beyond 600 meters, the player estimates below the center.

Depending on the dev's discretion, this could be used on ACOGs, SUSATs, PLA LAT, G3/QBZ optics, Vehicle Coaxial marks, anything with optics. This doesn't have to be snipers only.

It isn't perfect, but this simulation of bullet rise is better than nothing.
Last edited by waldo_ii on 2008-09-24 23:46, edited 1 time in total.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Faking bullet rise in snipers/scoped weapons.

Post by Smegburt_funkledink »

IIRC bullet rise is possible, "faking" is not necessary. The obstacle that maily prevents realistic ballistics is what is know as the "tracer bug".

Read this all the way through...

https://www.realitymod.com/forum/f66-pr ... g-wip.html
including the first 3 links Jonny has provided.

Then this. https://www.realitymod.com/forum/f18-pr ... acers.html

I'm not saying that you are incorrect or are unaware of work that has been done but you clearly havn't read all of the information provided.

There's several threads for you to contribute to, what you're suggesting has been thought of.

You're not the first one today either...

https://www.realitymod.com/forum/f18-pr ... stics.html

Do I get paid for this?... I'm going to bed. lol
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Panoolied
Posts: 26
Joined: 2008-06-29 11:09

Re: Faking bullet rise in snipers/scoped weapons.

Post by Panoolied »

jib tracers
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Faking bullet rise in snipers/scoped weapons.

Post by LithiumFox »

Jonny wrote:All your assumptions are wrong.

The engine CAN simulate it.
We DO know how to do it.
The bullet is fired along the camera-bone's normal (or something other than the centre of the screen anyway, ask an animator).

The thing stopping us is the fact that tracers only move at 75% of the velocity of non-tracer rounds (as smeg said, 'the tracer bug'). This means that if we were to impliment gravity at anywhere near the correct strength the tracers would f*** up your aim so bad you would most likely quit playing.

And noone knows how to fix this yet.
<sarcasm> we get 1000000 million people to complain to EA XD

and if that doesn't work we use our tactics that we learned while playing project reality to disrupt the distribution of the rest of their games via sabotage, and then attack their CEO's with suicidal stuffed "carebears" (total pun) that explode and release candy at 100mph, filling the stomachs of everyone, and making them have to use the bathroom, and we only let them use the bathroom if they give us a patch to fix the tracer bug.... :D

</sarcasm>

... i just wanted to have fun with that one :-P

so really only thing we can have done about it is if EA gave the pr team the rights to edit the exe and find the bug, or they release a patch to fix it themselves...

... i really want a cookie...

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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