'[USF wrote:Doc.Pock;1804050']Well its just the thing of turning wind towards the ground and add the right speed so that the bullets gravitational acceleration is aroumd 9.81. I dont know how you do the deflection but i suppose every tick the bullet gets x percent of windspeed in winddirection right?
YOU ARE GENIUS POCK, JA!
Re: Wind affected projectiles!
Posted: 2012-08-16 16:18
by dodek96_pl
'[USF wrote:Doc.Pock;1804050']Well its just the thing of turning wind towards the ground and add the right speed so that the bullets gravitational acceleration is aroumd 9.81. I dont know how you do the deflection but i suppose every tick the bullet gets x percent of windspeed in winddirection right?
Actually it's a bit of a secret about how it's done now Also these bullets I was firing are probably nowhere near PR physics. I'm going to record a new video from PR and post here
Re: Wind affected projectiles!
Posted: 2012-08-16 17:45
by ShockUnitBlack
If ye has tracer and normal round drop working properly, ye shalt be revered as a god and receive a virgin goat for sacrifice on every second Tuesday for the rest of your life, precluding us running out of virgin goats.
Re: Wind affected projectiles!
Posted: 2012-08-16 18:53
by dodek96_pl
ShockUnitBlack wrote:If ye has tracer and normal round drop working properly, ye shalt be revered as a god and receive a virgin goat for sacrifice on every second Tuesday for the rest of your life, precluding us running out of virgin goats.
Thanks... I guess?
I've made my projectile use current PR physics and it drops much less. The weapon in previous video used 700 m/s muzzle velocity and in this new video it uses M4 velocity (884 m/s) so this is what shooting M4 would be like. Since you don't usually engage at 800m or so, implementing this wouldn't make any sense at all without other changes made to projectile physics.
Thats awesome but I do have a question. To my understanding the tracer round is somewhat bugged (as in its dropping faster than it should). Would the wind actually make the tracer unpredictable or is my memory shit?
Re: Wind affected projectiles!
Posted: 2012-08-16 19:41
by Moszeusz6Pl
Did this affect bullets to move for example to west, or to the left?
Re: Wind affected projectiles!
Posted: 2012-08-16 22:03
by dodek96_pl
CroCop wrote:Thats awesome but I do have a question. To my understanding the tracer round is somewhat bugged (as in its dropping faster than it should). Would the wind actually make the tracer unpredictable or is my memory shit?
I wasn't aware of that, but I can make the non-tracer have same physics like tracer rounds
Moszeusz6Pl wrote:Did this affect bullets to move for example to west, or to the left?
I thought it was quite obvious that they move in a compass direction (north only ATM), you can see that in the video
Re: Wind affected projectiles!
Posted: 2012-08-17 00:32
by Pvt.LHeureux
Wtf are you guys about tracers not having bullet drop? FH2 has tracer rounds with bullet drops, so does Project Normandy currently ??:
Re: Wind affected projectiles!
Posted: 2012-08-17 01:34
by Rhino
Haven't read this thread or been able to watch the videos so forgive me if its mentioned somewhere but how is this done? Is it though Python code or some other external coding system or have you been able to do it with BF2's code?
Pvt.LHeureux wrote:Wtf are you guys about tracers not having bullet drop? FH2 has tracer rounds with bullet drops, so does Project Normandy currently ??:
The problem is tracers have a different trajectory to normal rounds, for some unknown reason that hasn't been able to be worked out or countered. In PR we don't have much of a bullet drop so its hardly noticeable but give a much bigger bullet drop, and its very, very noticeable the difference.
That's my understanding of it anyways I haven't dealt with ballistics at all its just going off what I've been told, and can remember
Re: Wind affected projectiles!
Posted: 2012-08-17 06:01
by dodek96_pl
[R-DEV]Rhino wrote:Haven't read this thread or been able to watch the videos so forgive me if its mentioned somewhere but how is this done? Is it though Python code or some other external coding system or have you been able to do it with BF2's code?
BF2 code Actually this is not real wind, it's a force that pulls all projectiles in one direction which will be possible to configure within map files.
[R-DEV]Rhino wrote:The problem is tracers have a different trajectory to normal rounds, for some unknown reason that hasn't been able to be worked out or countered. In PR we don't have much of a bullet drop so its hardly noticeable but give a much bigger bullet drop, and its very, very noticeable the difference.
That's my understanding of it anyways I haven't dealt with ballistics at all its just going off what I've been told, and can remember
I'll test and see if tracers really affect the projectiles but I doubt so.
EDIT: Yes they do! But there is a workaround for that. I've just deleted the whole tracer code bit from the projectile and it wasn't affected by wind or gravity at all. However, when I added it back but set everything (except for tracerInterval) to 0, the tracer wasn't visible but the bullet was affected
Hehehe Thanks!
I've taken a bit of code from FH2, added more code and now you have prone animations different for all crawling directions Also should be possible to do when standing.
Re: Wind affected projectiles!
Posted: 2012-08-17 06:37
by Chuc
What about this animation of crawling?
I think it should be used in PR too.
.......
Re: Wind affected projectiles!
Posted: 2012-08-17 06:45
by dodek96_pl
[R-DEV]Chuc wrote: .......
The master has spoken
EDIT: I've done some more testing. I've set tracerInterval to 3 and two rounds have different physics than the third one. This is really strange. Still, if tracerInterval is set to 1, it has the same physics as the one with visible tracer.
Re: Wind affected projectiles!
Posted: 2012-08-17 09:05
by Alek-say
[R-DEV]Chuc wrote: .......
That's nice!
dodek96_pl, you have so many interesting works in BF2. New animations, scripting etc. Great models! Are you modeler too?
Re: Wind affected projectiles!
Posted: 2012-08-17 09:23
by dodek96_pl
Alek-say wrote:That's nice!
dodek96_pl, you have so many interesting works in BF2. New animations, scripting etc. Great models! Are you modeler too?
No, I usually use models from other mods. I can only do the "mesh-hacking", that is editing existing meshes to have parts from other meshes.
Thanks to Antol22, I've came up with an idea on how to make the wind change its direction or strenght It doesn't work yet, but I'll post a video as soon as it will start working
Re: Wind affected projectiles!
Posted: 2012-08-17 09:36
by Alek-say
Antol.PL wrote:No problem And i am Antol. So well did not you call me Anton like other players in PR
Anton? Something from Russian names.
So, I suppose that normal ballistics in PR is possible. And the directions of the wind will be random or permanent?
The wind direction will have a forecast. That means after x period of time, it will change in strenght and direction. The only problem is that it doesn't work ATM. I'm trying to find out why