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Posted: 2008-03-09 23:41
by Oldirti
damn, this sounds rather interesting. How long will this project take aprx?

Posted: 2008-03-10 03:46
by zangoo
hey jonny would it be possible to measure the bullet travel time down to one physics frame with the recorded demo files

Posted: 2008-03-10 09:48
by Mosquill
I think it's more like 5-60+ minutes, because some guns don't have their own animations, so it won't be as simple as replacing animation files.

Posted: 2008-03-10 15:06
by nedlands1
Having a look at your zeroed ranges, it seems that the distances are around or beyond each weapon's maximum effective range a lot of the time. Just because you can zero a weapon to it's effective range doesn't mean you do. I guarantee the average soldier with iron sights would zero his weapon at 25m, 50m or 100m. If the sights are further adjustable (eg G3A3 drum sights) I'd still wager a average soldier would keep them on the default close range setting and not bother to "dial-in" the range when under fire.

The pistols listed probably shouldn't have a zero range of 50m. They are intended as a close range backup weapons or suppressed sidearms. The effective range of a pistol is approximately < 50m (according to Beretta with regards to their M9 pistol) and I daresay far less with a suppressor along with subsonic ammo. Also, the fixed sights on these pistols tends to be zeroed to 25m.

There's a similar argument for having a close zero range for the SMG's. They too are used at a very close range and as a fall-back weapon. The MP5 is zeroed to 25m and due to the characteristics of a typical 9mm round is approximately zeroed to 100m as well (ie the bullet flies up to the 25m zero, keeps on going up and on it's downwards path hits a zero point at about 100m). The only way to change the zero of an MP5 is to purchase a special took from H&K.

Shouldn't the weapons using sights which have integrated bullet drop compensator's be zeroed to the range which the manufacturer intended? An example is the ACOG which has the top chevron zeroed to 100m. The SVD's PSO-1 scope and possibly the 4x telescopic sight on the QBZ-95 are other weapons, off the top of my head, with such systems.

Posted: 2008-03-10 16:57
by Mosquill
Here's a bullet path at different zeroing ranges:


Image


So, I think 500m is too much.

edit: Jonny, is angle for 400m = 0.239° ? I want to chek if those calculations are correct.

Posted: 2008-03-10 18:26
by KP
Yeah, I'd suggest zeroing the sniper rifles to 700 or thereabouts. Remember that PR is moving towards larger maps, and with <600 metres' view distance, it won't matter anyway.

Posted: 2008-03-10 18:35
by nedlands1
Jonny wrote:if we zero the SVD so the top line is 100 then it becomes a CQB weapon, not a marksman weapon.
Sorry how do you figure that one out? There are 3 other chevrons underneath for longer ranges as well as an elevation knob. The M16A4 w/ ACOG is the same yet you can shoot things with it at 600 or even 800m.
Jonny wrote: The G3 must also be further than thoe, being a battle rifle instead of a field assault rifle.
Yeah true, the drum sights can be switched between a 100m, 200m, 300m and 400m zero. Like the MP5, you need a special tool to change to anything but these settings. Also, the Hensoldt scope used on the G3A3 can be dialed in to 100m through to 600m in 100m increments.

Posted: 2008-03-10 23:41
by Smegburt_funkledink
Your work all seems very promising but I'm just thinking about method's you'll use to adjust sight in-game. I read the possibility that you'd be hoping to free up weapons slots to accompany long range or CQC settings.
Would it be possible to set the "zero" key to the "change view" key as this is not used on foot. You would then need to scroll through your ranges, with a max of around 6 presses?
Or do you chaps have a better idea?

Posted: 2008-03-11 00:08
by Mosquill
Jonny, how realistic your ballistics are? If they are real enaugh, then I can just use my ballistics calculator to find the most optimal zeroing range.

Posted: 2008-03-11 00:21
by Eddiereyes909
the AK zeroed to 250 meters?


arent most AK shots at around 60 meters at most? or is that just me being a crappy insurgent.

Posted: 2008-03-11 12:55
by Wyspa
Well John I have placed Status Report on R-Con & R-Dev forum... but if you whant to I'll place a list of weapons here too:
Sako TRG 22
Dragunov SWD
PK
Wist-94
wz.96 Beryl in 3 versions (wz.96/04 ; wz.96/05 Mini ; wz.96/06 Comando)

Posted: 2008-03-11 19:55
by Mosquill
Jonny, check your calculations. The 300m SVD is zeroed perfectly at 300m only when g = 1, but g should be 0.666 because physics.gravity = 14.73

Also, in order to simulate a realistic bullet path, you should be able to calculate the real-life's bullet path for every gun, right?. But you can't (even approximately) calculate drag without knowing the correct BC value for every bullet. So my question is, how did you calculate BC or where did you get it from?
Jonny wrote:How long does it take to change the angle on an existing animation, Mosquill? It might be good if you made them all and then just changed the angle once we decide the final ranges to zero to.
I think this is a REALLY bad idea. But if you want me to just make different zeroing animations just for one(or few) guns then it's easy.


edit: θ for 300m SVD = 0.173

Posted: 2008-03-11 22:57
by BloodBane611
Pistols should be zeroed at a max of 25 feet. At 25 meters a pistol is next to useless, and anyone armed with a rifle is going to find cover and reload/fix their malfunction rather than transition to a pistol. I agree with Nedlands about the optics zeroing, sights that are meant to be zeroed at a certain range should be, especially since that means that the sights will work as they are meant to.