[Coding] Balistics/zeroing [WIP]

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Mosquill
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Post by Mosquill »

Well then.. umhh.. maybe.. ICQ anyone?
zangoo
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Post by zangoo »

Mosquill you have xfire? also can someone that knows python please tell me if it is possible for a player to change a value of something in a tweak file ingame with python.
BloodBane611
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Post by BloodBane611 »

I'm 99% sure that python cannot change tweak files on the fly. Check the BFeditor forums for more info, but that's where I read it.
[R-CON]creepin - "because on the internet 0=1"
VipersGhost
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Post by VipersGhost »

I spoke with a vet and he said that US soldiers and most NATO armies start out with their weapons at 300m and then tailor it to their liking. He also said most marksmen/snipers start at 300-400 but adjust depending on their needs.

Again, awesome stuff fellas...this is going to rock once it comes out. I can't wait to see a nice video once it's cleaned up. Thanks!
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
zangoo
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Post by zangoo »

jonny you know you can turn off the beeps right? i was looking around the bf2 python site and you can get and set the rotation of a object using python, but i am not sure if the barrel is a object or just something made in the tweak file.
Mosquill
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Post by Mosquill »

Jonny wrote:We are not using the barrel anymore, zangoo, we are using animations to change the angle.

What about the G3? It would be the same as the sniper/DMR if we set those the 400.

I think assault rifles to 300, G3 to 400, Sniper/DMR to 500, to show the differences properly.

EDIT:

Mosin@400
m - 0.03475
h - 0.05
v - 870
θ - 0.226

SV-98[MEC/PLA]@500
m - 0.058986
h - 0.05
v - 830
θ - 0.285

If anyone has better values for the centre-of-barrel to centre-of-scope length (h) please post it. It wont go in if we dont know about it.
Jonny are those just for testing? Or do you want me to make them as final versions already?

And if you want scope height, I can always measure it on models.
nedlands1
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Post by nedlands1 »

Jonny wrote:We are not using the barrel anymore, zangoo, we are using animations to change the angle.
Why? It takes a few lines of code to change the angle/position with the barrel system.

A useful titbit relating to the G3A3:

"Distance between optical axis and theoretical bore axis (due to mounting)... 87.5 mm [for the G3A3 with the 4 x 24 telescopic sight]" (Source: http://www.drzero.org/cetme/pdf/g3sm.pdf).
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zangoo
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Post by zangoo »

jonny we wouldnt use the barrel way for each gun it would take to long, but for guns that need to be able to change the range they are zeroed at we could use this way, afaik python would work, so we can do it if we are able to fix the issue of the bullets not lining up.
zangoo
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Post by zangoo »

yes me and Mosquill were talking and it might not be the animations, i am still 80% sure it is but i could be something that i couldnt find. Mosquill said it could be possible to get the animations to line up if the animtations are changing the position and rotation of the object not just the mesh.
Mosquill
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Post by Mosquill »

Can we test Zangoo's method again? I got a feeling that 1p/3p animations may have nothing to do with it.

@Jonny: I haven't even made a final version for SVD yet :) . We should decide at wicht range it should be zeroed first.
RasdenFasden
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Post by RasdenFasden »

Jonny wrote:SVD is going to 500, it needs a long range.
SKS is going to 100, due to irons.
AK47 is going to 250, due to factry zeroing.

We do not need absolutely final ranges before it has been play tested, but we do need it done.
Shouldn't the SKS have a longer range because it's designed to be accurate? I'd say 300 meters...
Mosquill
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Post by Mosquill »

500m for SVD is too much. Should be 400m.
100m for SKS is not enaugh. Should be 150m at least.
What makes you think AK has factory zeroing for 250m (sources?).

And why the hell SKS is for defensive purposes?
RasdenFasden
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Post by RasdenFasden »

Jonny wrote:SKS is for defensive purposes. So no. Its also a carbine, not rifle.

You can argue all you want, but we want a finished version so the ranges will be revised later.
It's a semi-auto battle rifle with an assault rifle cartridge. Why should it be zeroed for short ranges?

It fires the same round as the AK-47, yet it has a longer barrel and a more accurate mechanism. It sure as hell should be zeroed for longer ranges.
nedlands1
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Post by nedlands1 »

300m battlesight for the SKS. 100 to 1000m graduated sight in 100m increments. A picture: SKS rear sight assembly
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DeltaFart
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Post by DeltaFart »

johnny why do you think the SKS is crud? The NKPA and PLA used it to great affect in Korea, its good at range
KP
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Post by KP »

A few bits of info:

G3A3
The G3 rear sight has a notch that is used for 100 metres, and three apertures used for 200, 300 and 400 m. Since there is an aperture used on the model, you should use one of the last three.

The bullet used by the G3 is the 7.62x51 NATO round (a 9,5 gram bullet), with a muzzle velocity - according to Wikipedia - of 800 m/s (or 2625 feet/s).

AK-74M
The AK-74M's sights can be adjusted from 100-1000 metres (but I haven't found anything on the increments yet).

The bullet used by it is a 3,2 gram, 5.45x39mm round called the 5N7, which has a MV of 900 m/s (2953 ft/s).
Last edited by KP on 2008-03-23 08:25, edited 2 times in total.
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