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Re: Sniper Physics
Posted: 2011-06-22 09:18
by splatters
L4gi wrote:Wrong.
Assault rifles etc. start dropping at 300m.
Snipers: 600m
DMR probably starts dropping at around 400m, but I dont remember the exact number.
Pistols and shotguns do barely any damage past 50 meters.
Wrong.
This is what I used to believe too before, but I've come to a different conclusion by time: for example snipers, there is bullet drop even below 300m but it only gets noticeable on longer ranges; bullet drop starts from the moment the bullet leaves the barrel. This applies to all other handheld weapons too, only the amount of bullet drop is different.
We tested this one time, target at 300m, only top of the head visible. Aim with sniper to the head and the bullet hits the wall in front of the target. Aim just above the head and you get a kill.
AFAIC the 300m or any range are just thumb rules in PR. If you have some values from the game files to prove otherwise, I'd like to see them (too lazy to dig anything up myself atm)
Re: Sniper Physics
Posted: 2011-06-22 09:32
by L4gi
Thats what it says in the manual AFAIK.
Re: Sniper Physics
Posted: 2011-06-22 10:21
by TheComedian
Excerpt from manual
When firing at targets up to 600m away it is not needed to
compensate for the bullet drop.
So there is no bullet drop untill 600m distance. This must be for all rifles and vehicle coax because all of them use the same bullet calibers. (5.56 and 7.62)
Re: Sniper Physics
Posted: 2011-06-22 10:40
by Doc.Pock
not needed to compensate. this means its there but not that much. IMO PR should increase the bullet drop.
Re: Sniper Physics
Posted: 2011-06-22 11:32
by shutdo
L4gi wrote:Bullet drop in PR is not the same as it is in real life. Here it starts dropping after a set distance.
So...why is that? can anyone explain to me?? and I saw a video by Mosquill showing an adjustable scope in TR.
TR ballistics and sniping
Is there any possiblity that we will have this in PR?
Re: Sniper Physics
Posted: 2011-06-22 11:36
by Brainlaag
shutdo wrote:OK, if that's the case, I'm confused.
All projectiles are affected by gravitation constantly, which means the vertical component of the acceleration of the projectiles would be < 0 during the motion (1. air resistance already taken into account, or else the downward acceleration would be constant and 2. neglect the curvature of the earth because the range of the weapons are relatively short). So all i was saying is that the bullet will drop from the moment it leaves the barrel (after it is projected)
so how would the bullet drop only after a certain distance?
Just curious...
Uuhhh there are no real "physics" in PR its only affected by range, this is due the tracer bug. They can't implement ballistics as the engine has some issues rendering the tracers correctly with those. The vids by Mosquill were all made with the BF2142 engine, oooollllld story.
As L4gi said Assualt Rifles have a drop at around 300, DMR 400 and Snipers 400 upwards I think. (Note DMR and Snipers have same amount of bullet drop).
Re: Sniper Physics
Posted: 2011-06-22 11:41
by K4on
Lugi wrote:You can test it by yourself on any map with 1,5 km view distance, such as desert rats or karez offensive.
isnt the maxviewdistance 1000m ?
Re: Sniper Physics
Posted: 2011-06-22 12:54
by fredo456
Does the projectiles in PR can ricochet on flat grounds as they do in TR or ArmA?
Re: Sniper Physics
Posted: 2011-06-22 13:49
by Tarranauha200
Well, at least AA gun does ricochet. Noticed this when I was shooting it in gaza.(Yes, there is AA gun in the city)
, there is bullet drop even below 300m but it only gets noticeable on longer ranges; bullet drop starts from the moment the bullet leaves the barrel. This applies to all other handheld weapons too, only the amount of bullet drop is different.
You might be right, but it could be just graps bug.
Re: Sniper Physics
Posted: 2011-06-22 14:05
by Gammlgandalf13
K4on wrote:isnt the maxviewdistance 1000m ?
I think the Mapper can adjust the view distance, depend's on the performance of the map i would say

Re: Sniper Physics
Posted: 2011-06-22 14:08
by saXoni
Splatters, I believe there was a hill in front of the person as well, but since you were 300 meters away from him, you couldn't see the hill. (Hill "sinks" when you're going away from it).
Re: Sniper Physics
Posted: 2011-06-22 15:11
by Tarranauha200
saXoni wrote:Splatters, I believe there was a hill in front of the person as well, but since you were 300 meters away from him, you couldn't see the hill. (Hill "sinks" when you're going away from it).
Exacly, and over long distances(especially whit low grap) the aim can go off even more.
Re: Sniper Physics
Posted: 2011-06-24 00:44
by splatters
saXoni wrote:Splatters, I believe there was a hill in front of the person as well, but since you were 300 meters away from him, you couldn't see the hill. (Hill "sinks" when you're going away from it).
Yes I am very familiar with that bug. It was not a hill, it was a wall and one that you can't shoot through either. We did multiple shots and the results were always the same. And we shot from below, no chance of ricochet. Might even do a video of it or you can just try it yourself. Bullet drop starts when the bullet leaves barrel no matter what the manual says. Besides, manual is only giving a thumb rule on when to compensate for the bullet drop.
fredo456 wrote:Does the projectiles in PR can ricochet on flat grounds as they do in TR or ArmA?
Projectiles do ricochet in PR (at least small arms, haven't tried with bigger guns), however it is more unrealistic than in arma. In PR projectiles ricochet
every time if conditions are met; angle and material. For example sand, I don't think you can ricochet off that at all. When a bullet ricochets in PR there is a distinctive sound and visual effect but no further effects when the projectile hits another object. They deal less damage but can still kill you. I remember a lot of times on Jabal seeing a bullet bounce in front of my eyes from the rock and hit me in the head. You can ricochet from everything, including vehicles if the conditions are met.
Next time you spot an enemy on the street under a car but just can't see below the car from an elevated position, shoot some rounds under the car.

Worked for me many times.
Re: Sniper Physics
Posted: 2011-06-24 16:10
by K4on
Gammlgandalf13 wrote:I think the Mapper can adjust the view distance, depend's on the performance of the map i would say
yes, and the max viewdistance is 1km due to the limits of the bf2 engine.

isn't it?
Re: Sniper Physics
Posted: 2011-06-24 16:20
by saXoni
I am pretty sure the view distance for Black Gold is about 1.4 km.
Re: Sniper Physics
Posted: 2011-06-25 22:12
by splatters
K4on wrote:yes, and the max viewdistance is 1km due to the limits of the bf2 engine.

isn't it?
No.
I have played Burning Sands and Kashan Desert as custom maps with 3km view distance.
Re: Sniper Physics
Posted: 2011-06-26 12:55
by Nebsif
splatters wrote:No.
I have played Burning Sands and Kashan Desert as custom maps with 3km view distance.
sick! did u have 2 fps on sands?

Re: Sniper Physics
Posted: 2011-06-27 13:19
by splatters
Nebsif wrote:sick! did u have 2 fps on sands?
Not 2, not too great either but it was playable like Fallujah for example.
There were some minor issues like explosions not rendering in the distance but I'm sure those are just a matter of setting the right values. Kashan desert worked absolutely perfectly with 3km view distance, even though the relatively small 4km map looked rather stupid from high up.

Re: Sniper Physics
Posted: 2011-06-27 22:55
by Operator009
What I have noticed, and what I also believe to be a perfect game mechanic, is while the standing sniper will be able to retain all his accuracy--it will take longer than 8 second to be zeroed in. It will also take longer after a shot is fired to zero in again (longer than 4 seconds). This is why I presume the thread opener has a problem with the standing shot being inaccurate.
Instead of 8/4, its more like 12/6.
Makes sense doesn't it?
Re: Sniper Physics
Posted: 2011-06-28 06:36
by ankyle62
A follow up shot shouldnt take much longer than 4 seconds if that at all. Zeroing in the initial shot shouldnt take all that long either.
I think they should cut the deviation in half or more and do something similar to the m203 distance adjustment. Dial in your distance like you would in real life then shoot. It would also encourage the person to have a spotter instead of the leet lone wolfing newbs.