Ballistics or Tracers?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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out of these options what do you feel is best?

All or Nothing
112
27%
No tracers at all
50
12%
keep the tracer bug
233
55%
no ballistics
26
6%
 
Total votes: 421

crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: Ballistcs or Tracers?

Post by crazy11 »

Testing is over. Link taken down.
Last edited by crazy11 on 2008-11-05 04:26, edited 1 time in total.
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You miss 100% of the shots you don't take.- Wayne Gretzky
waldo_ii
Posts: 961
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Re: Ballistcs or Tracers?

Post by waldo_ii »

Man, I hate X-Fire now. Can't use a universal viewer-end client, Windows only...
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crazy11
Retired PR Developer
Posts: 3141
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Re: Ballistcs or Tracers?

Post by crazy11 »

Here we go. This is a video of Zangoo's ballistics. These are exaggerated ballistics. This is my first video so its really bad and low quality.



You can download the video here:
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Now before people start freaking and thinking i have gone crazy, Please read this

After testing the ballistics many times, I have come to notice that bullets appear to drop very very little, Even if they are dropping the same as they would in real life. The issue is caused by bf2's Field of View, An example of the issue is if you were to try to make a acog that had range markings matching the ingame trajectory, The whole thing would be about 10 pixels tall instead of 1/3 of the scope like it is in real life. So i decided to see if i could make the ballistics match the current acog range markings, This was very easy and created ballistics that looked more realistic then the bullets that followed a trajectory that matched real life.

So the ballistics that are exaggerated look and function more real then the ballistics that are true to real life, This would help with gameplay, reduce deviation and Add a feature that is not present in any other bf2 modification afaik. Now, I am going to run into a room and lock the door so I dont get torn apart after posting this...
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Drav
Retired PR Developer
Posts: 2144
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Re: Ballistcs or Tracers?

Post by Drav »

not realistic?


NOT REALISTIC?!!!


AAAAAAAAAAAAAAAAAAARRRRRRRRRGGGGGGGHHHHHHHHH!!



Sounds good to me!
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: Ballistcs or Tracers?

Post by waldo_ii »

I'm all for making the ACOG/QBZ/Marksman optics useful, but if it means making bullets act more like mortars than, you know, bullets, I'll take the current bullet drop models.
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crazy11
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Re: Ballistcs or Tracers?

Post by crazy11 »

If you are talking about the bullet drop at the end that has been fixed.
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Jaymz
Retired PR Developer
Posts: 9138
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Re: Ballistcs or Tracers?

Post by Jaymz »

Could one of the creators of this please post exact info on the results in game?

As in, is the tracer bug masked up to 300m with keeping intervals?

Or without intervals, was everything working 100% with smaller tracers?
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Ballistcs or Tracers?

Post by CAS_117 »

As in, is the tracer bug masked up to 300m with keeping intervals?
Well the tracer bug wasn't a factor since it was either all tracers or none.
Or without intervals, was everything working 100% with smaller tracers?
The small tracers didn't look half that bad actually. The exaggerated ballistics I think is a good idea right now. Hitting a target with an M-16A4 at 300m meant using the first bar and it was simply a matter of walking the rounds up. The result was slightly less accuracy but it was predictable in its progression: its not that you can't hit the player at a certain time, its that you aimed in the wrong spot.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

[R-DEV]Jaymz wrote:As in, is the tracer bug masked up to 300m with keeping intervals?
Here is the graph of a m16 zeroed to 300m.
Image
As you can see the diffrence is about 0.6m, Now if we were to use exaggerated ballistics and have tracer intervals that diffrence would be much greater i am thinking around 5m more, Making the gun un-usable.
[R-DEV]Jaymz wrote: Or without intervals, was everything working 100% with smaller tracers?
Without intervals everything works fine as there is no mix occuring, With smaller tracers it could be very hard for people to see them on bright maps like kashan, But it does look a bit more realistic.
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Waaah_Wah
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Re: Ballistcs or Tracers?

Post by Waaah_Wah »

How big are these small tracers compared to the normal ones?
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Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Re: Ballistcs or Tracers?

Post by Rico11b »

zangoo wrote:Now before people start freaking and thinking i have gone crazy, Please read this

After testing the ballistics many times, I have come to notice that bullets appear to drop very very little, Even if they are dropping the same as they would in real life. The issue is caused by bf2's Field of View, An example of the issue is if you were to try to make a acog that had range markings matching the ingame trajectory, The whole thing would be about 10 pixels tall instead of 1/3 of the scope like it is in real life. So i decided to see if i could make the ballistics match the current acog range markings, This was very easy and created ballistics that looked more realistic then the bullets that followed a trajectory that matched real life.

So the ballistics that are exaggerated look and function more real then the ballistics that are true to real life, This would help with gameplay, reduce deviation and Add a feature that is not present in any other bf2 modification afaik. Now, I am going to run into a room and lock the door so I dont get torn apart after posting this...
That's because the scale of the game is off. I think you will find that if you just play around with the velocity settings for the projectile you will find the effect you are looking for.

300 meters in game does NOT look nor feel the same as 300 meters in real life. I know the way it is rendered on screen has little something to do with it, but I still feel that the scale is off in game. That's why I suggest the need to "adjust" the velocity and/or environment settings in game to get the desired look and feel. I'm wondering if copying real world velocity into the game is causing the bullets to travel much much faster, and thus causing the bullet flight to be flatter than it should be.
But no matter, it sounds like you already have some remedies :)
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Ballistcs or Tracers?

Post by Psyko »

@crazyasian

Were we ment to not see the saw tracers in the video? you can see them in first person but cant see another player's? just confused about that.
CAS_117
Posts: 1600
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Re: Ballistcs or Tracers?

Post by CAS_117 »

How big are these small tracers compared to the normal ones?
1/2 I think.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Ballistcs or Tracers?

Post by Waaah_Wah »

Hm, when i was testing this with zangoo, i wasnt able to see them from 1st p view. My resolution is 1000 something x 700 something.
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crazy11
Retired PR Developer
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Re: Ballistcs or Tracers?

Post by crazy11 »

Psykogundam wrote:@crazyasian

Were we ment to not see the saw tracers in the video? you can see them in first person but cant see another player's? just confused about that.
Its just such low quality that you cant see the tracers but they look quite good ingame.
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You miss 100% of the shots you don't take.- Wayne Gretzky
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Psykogundam wrote:@crazyasian

Were we ment to not see the saw tracers in the video? you can see them in first person but cant see another player's? just confused about that.
Tracers were very small and at that distance they didnt appear on the video, But we intended them to be visable in the clip.
Waaah_Wah wrote:How big are these small tracers compared to the normal ones?
umm 1/2 the radius, same length.
Rico11b wrote:That's because the scale of the game is off. I think you will find that if you just play around with the velocity settings for the projectile you will find the effect you are looking for.

300 meters in game does NOT look nor feel the same as 300 meters in real life. I know the way it is rendered on screen has little something to do with it, but I still feel that the scale is off in game. That's why I suggest the need to "adjust" the velocity and/or environment settings in game to get the desired look and feel. I'm wondering if copying real world velocity into the game is causing the bullets to travel much much faster, and thus causing the bullet flight to be flatter than it should be.
But no matter, it sounds like you already have some remedies :)
Thing is you cant really say the meter in game is off, As everything is based off that, Gravity, Velocity, Everything. So instead we would have to assume that the Meter ingame is correct and everything else is out of scale. Unless you can manage to import something that is 1m in real life into the game, But i dont see any way of doing that...
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Waaah_Wah wrote:Hm, when i was testing this with zangoo, i wasnt able to see them from 1st p view. My resolution is 1000 something x 700 something.
Yea the small tracers are very thin so you do need a rather high resolution to see them at longer distances. I will try to do a test to see the minimum size of a tracer that is still viewable under 1024x768 resolution.
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Waaah_Wah
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Re: Ballistcs or Tracers?

Post by Waaah_Wah »

They were barely visible with optics, but when using iron sights there was VERY hard to see them. On maps like Kashan, they would be invisible because of the bright surroundings. So unless your using an LMG or have a scope, you wont see your own tracers on 1024x768
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

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