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Re: Ballistcs or Tracers?

Posted: 2008-11-09 21:59
by DeltaFart
need to put the RPG effect in the lamps those work bloody well!

Re: Ballistcs or Tracers?

Posted: 2008-11-10 16:39
by Rico11b
DeltaFart wrote:hes saying its 100 meters per second more or less 10 meters per second, so ti could be 90 meters per second or it could be 110
Duh!

No way really? Is that what he is saying? Of course I know what he was saying. Maybe you misunderstood what "I" was saying :)


@zangoo

It's never safe to "assume" anything. Especially with this game engine. I like the ricochet idea. This is something that I have been longing for in a FPS for some time now. Good work!

Re: Ballistcs or Tracers?

Posted: 2008-11-10 17:42
by =Romagnolo=
go zangoo, go !

Re: Ballistcs or Tracers?

Posted: 2008-11-12 00:48
by zangoo
Question of the day!!!

Can you scale geometries in bf2.

Re: Ballistcs or Tracers?

Posted: 2008-11-12 14:35
by zangoo
just to clarify this. I used a timer that has a accuracy of 1 sec, So when i got the time of 10sec to travel 1000m, It had to be going a maximum of 100m/sec and a minimum of 90.0001m/sec for me to get a time of 10sec.

But overall Th3Exiled hit the nail on its head.

Re: Ballistcs or Tracers?

Posted: 2008-11-12 17:32
by Rico11b
Th3Exiled wrote:Sure, you may very well understand what he said(though unlikely), if so, there are technical inaccuracies in your post.
They are saying that the speed is 100 ms-1, Not the difference. ±10m is the difference, this gives you a maximum difference of 20ms-1,in other words the speed ranges somewhere in-between 90-110ms-1, not in-between X and X+100(Where X is the minimum speed of the bullet and 100 is the Maximum error).

Well his assumption was backed up by his formula which gave him the correct elevation for the zeroing of the weapon, which I might add, just in case you missed it, would not have happened in the case of an incorrect ms-1 value.
Besides, I would hope that the programmers would at least know how to add the correct amount per second, there’s a substantial difference between integrating proper physics and changing the displacement of an object with a correct value, it is only basic high school Mathematics after all.

Exiled.
I'm referring to Meters, and you are speaking in Milliseconds? I understand full well what he is trying and did say. I'm making references to length and you are referring to time. When I see someone post "100m" I think meters not milliseconds.

Also unless a timer can measure in fractions of a second I don't feel that is accurate enough to measure something moving at a high rate of speed. Even at 100 meters per second, in a half a second it has moved 50 more meters than you thought it did, because your timer is only measuring in whole seconds and not in fractions of a second. Since your timer is only capable of measuring in whole seconds reduce the speed to 1 meter per second and try a distance of 50 or 100 meters. At least that way the most it can travel after a whole second in one meter, and that would be easier to detect.

I can't wait to see this stuff in game. It's gonna add a new element to game play. The ricochet is gonna be wicked awesome.

Oh, by the way! I obtained my college degree many years ago, so you can lick balls with your "high school mathematics" statement.

Re: Ballistcs or Tracers?

Posted: 2008-11-13 03:10
by DeltaFart
Rico11b wrote:I'm referring to Meters, and you are speaking in Milliseconds? I understand full well what he is trying and did say. I'm making references to length and you are referring to time. When I see someone post "100m" I think meters not milliseconds.

Also unless a timer can measure in fractions of a second I don't feel that is accurate enough to measure something moving at a high rate of speed. Even at 100 meters per second, in a half a second it has moved 50 more meters than you thought it did, because your timer is only measuring in whole seconds and not in fractions of a second. Since your timer is only capable of measuring in whole seconds reduce the speed to 1 meter per second and try a distance of 50 or 100 meters. At least that way the most it can travel after a whole second in one meter, and that would be easier to detect.

I can't wait to see this stuff in game. It's gonna add a new element to game play. The ricochet is gonna be wicked awesome.

Oh, by the way! I obtained my college degree many years ago, so you can lick balls with your "high school mathematics" statement.
sryy I had misunderstood you, thought you were saying its 100 meters per second plus or minus 100. sry

Re: Ballistcs or Tracers?

Posted: 2008-11-13 03:24
by zangoo
So i am going to try and set up a test again, I hope this time i will be able to get it all ready without server issues and such.

I have also currently calculated realistic damage and ballsitics and somewhat realistic ricochets for all guns used on kashan 16. So i hope to get this test going and see how these ballistics effect the gameplay.

Re: Ballistcs or Tracers?

Posted: 2008-11-16 19:40
by Rico11b
Bump!

It's all good. Hugs and kisses all around :)


Are you cats making solid headway?

Re: Ballistcs or Tracers?

Posted: 2008-11-23 20:25
by Rico11b
Jonny wrote:*looks at rico11b, the speed of your guy is wrong, not the distance shown. He is also missing feet.*

Yeah, ok whatever. At this point I could care less to argue about it further. I say the scale is off, and you say it isn't.

I say you can't just copy and paste real world velocities into the game and expect it to match cause the scale is off, but you say you can. It's all wonderful. Enough said, drive on.

As for the above statement. What the heck are you talking about??? Missing feet??? :?

Re: Ballistcs or Tracers?

Posted: 2008-11-23 20:33
by zangoo
i used the formula you provided in the excel document. But rico, why are you suggesting it is off? like you cannot scale the meter but you can scale all the models, so..

Re: Ballistcs or Tracers?

Posted: 2008-11-23 20:50
by Rico11b
zangoo wrote:i used the formula you provided in the excel document. But rico, why are you suggesting it is off? like you cannot scale the meter but you can scale all the models, so..
I'm not "suggesting" anything. I'm yelling from the rooftops, "THE SCALE IS OFF"! Hehe... come on now, you gotta laugh at that one :)

Anywho,

No way you can make me believe that the team of knuckleheads that built vBF2 were able to get the scale PERFECT, but they somehow can't resolve issues with hitboxes, netcode, glitching, or any of the many things that are messed up with vBF2.

So it's your position that they got the scale PERFECT, but somehow "magically"they messed up the size/scale of ALL the other stuff in game? Stuff like tanks, truck, buildings, and last but certainly not least they COMPLETELY jacked up the scale of the player models themselves. How could they possibly "accidentally" get the scale to be perfect but screw up the size of the player models, and weapons? How tall are the player models in game? Something like 2 meters tall, right? If you were to compare the size of an in game player model to the "average" real world soldier today, it would be something long the lines of David vs Goliath.

But as I said earlier. If you guys feel that the scale is fine, drive on. No need to listen to the ranting of an old man ;)

Lets just get the real world ballistics in game and let's get our frag on :) You guys have worked hard on this and I wanna see it in action! :)

Re: Ballistcs or Tracers?

Posted: 2008-11-23 21:59
by Mosquill
Rico11b wrote:So it's your position that they got the scale PERFECT, but somehow "magically"they messed up the size/scale of ALL the other stuff in game? Stuff like tanks, truck, buildings, and last but certainly not least they COMPLETELY jacked up the scale of the player models themselves.
I don't know why so many people keep saying that, but the scale of vbf2 objects isn't off. Player models are 1:1 scale, tanks are 1:1, trucks are 1:1, and apcs are also 1:1. And of course the scale of meter is not off.

In-game field-of-view and resolution is off compared to a human eye, so stuff in bf2 appear further then it would irl. And that's why it may seem like the meter is off.

Re: Ballistcs or Tracers?

Posted: 2008-11-24 12:34
by M.0.D
The scale of a meter ingame just CAN'T be off. The engine defines it as an meter, so it is ..

Everything in else in this game should be build around the fact that this measurment ingame results one meter ..

You can not "scale" a computer game to real life, it is just impossible. So you define the values you need ingame and then scale the ingame-objects so they match each other

So no, EA had not to do anything to make the meter match, they just said "this is 1 meter" and the meter was perfectly right. It is not scaled, it was defined - and resulting of that it can not be off.

All other things build on this definition ( "Stuff like tanks, truck, buildings" and player models ) can be off, but that has nothing to do with the scale of the meter, just the scale of the models.

Re: Ballistcs or Tracers?

Posted: 2008-11-25 01:47
by zangoo
Ok so I have made a python program to do almost everything needed for finishing ballistics. But i need a real life ballistics formula to calculate the tof as copying the data from a online ballistics calc for each gun is just too much work, So if someone could join me in my quest for finding a formula to calculate the tof of a bullet then i can finish this program.

Re: Ballistcs or Tracers?

Posted: 2008-11-25 02:25
by McBumLuv
Nice, I've been looking forward to working ballistics since the start of this thread–well, really anything other than random deviation–but this is the best of both worlds!

Re: Ballistcs or Tracers?

Posted: 2008-11-25 02:41
by crazy11
Well you wont be able to shoot across kashan anymore.