Page 17 of 29

Posted: 2008-04-15 15:12
by KP
zangoo wrote:so i see no reason to switch to it in 0.8.

also the brit army is upgrading their l115 rifles. they are adding

Schmidt & Bender 5-25x56 PM II LP telescopic sights;
Suppressors to reduce the flash and noise signature;
Folding stocks for better carrying in a backpack;
Adjustable cheek pieces for more comfort and better eye alignment with the telescopic sight;
Butt spikes to aid stability during firing;
Adjustable bipods, which differ from the original Accuracy International bipod;
5 round box magazines.

this is happening in spring of 2008, so i really think it should be in pr.

so really with those changes the only ones we would put in pr are

Schmidt & Bender 5-25x56 PM II LP telescopic sights;
Suppressors to reduce the flash and noise signature;
5 round box magazines.

people will say that the brits having a sniper with 25x zoom and a suppressor will be un fair. i think it wouldnt matter, a sniper with 25x zoom would only be good for very long range shots under that the player would have to move the mouse a huge amount and that would make the deviation go up and well you got the point. the suppressor will only make the gun shot more quiet not the bullet so it wont be some L337 gun.

the source is wiki and i checked wikis source it is
Ministry of Defence | Defence News | Equipment and Logistics | Snipers to get new longer range rifles
Correct, but that makes the rifle the L115A3, and that would make a completely new model necessary. So I suggest you stick with the A1.

Posted: 2008-04-15 17:35
by Mosquill
Jonny wrote:How big is the difference between 100m and 2000m? Thats the important bit.

Also, if there is a difference we need to know if it does actually affect the bullets. It should, but then this is the BF2 engine. That height may just affect vehicles.
I tried changing the airdensity in bf2editor, and it didn't affect bullets as far as I remember. But bf2editor is a wierd thing, it may actually affect it in-game.

Posted: 2008-04-15 21:51
by zangoo
KP wrote:Correct, but that makes the rifle the L115A3, and that would make a completely new model necessary. So I suggest you stick with the A1.
why? to change the scope you would just need to change 1 number, to add asuppressor you could just add a template to it that looks like a silencer and add new sounds.


edit:i have been thinking about deviation and right now cus we dont have breathing each sniper has the same devation, but this isnt real. so currently the m40a3 has no deviation after it has been still, i think everyone is fine with this, but i think that we should add the guns moa to this, this would make each gun diffrent and i feel that it would add a little more to pr.

Posted: 2008-04-16 13:37
by zangoo
ok so for the

ObjectTemplate.DistToMinDamage 1000

what should that be, should it just be one distance for every gun, or should we do something like, when the bullet goes below 86 ft-lbs that is the distance for min damage.

also will we be zeroing the humvee's 50 cal?

Posted: 2008-04-16 15:23
by KP
zangoo wrote:why? to change the scope you would just need to change 1 number, to add asuppressor you could just add a template to it that looks like a silencer and add new sounds.


edit:i have been thinking about deviation and right now cus we dont have breathing each sniper has the same devation, but this isnt real. so currently the m40a3 has no deviation after it has been still, i think everyone is fine with this, but i think that we should add the guns moa to this, this would make each gun diffrent and i feel that it would add a little more to pr.
Actually, the bipod is different, according to what was posted, and adding or taking away stuff means new UVs and textures are needed, and the same goes for the foldable buttstock.

As for deviation, I believe both the L115 and M40A3 are sub-MOA (about .5 MOA, I think).The SSG is .5-1 MOA. The L96 is roughly .5-.8 MOA.

All of these numbers I've read on the Internet somewhere, but I can't really find the sources right now. Point is, the accuracy of the rifles is pretty much the same, and in all cases below 1 MOA.

Posted: 2008-04-16 21:50
by zangoo
KP wrote:Actually, the bipod is different, according to what was posted, and adding or taking away stuff means new UVs and textures are needed, and the same goes for the foldable buttstock.

As for deviation, I believe both the L115 and M40A3 are sub-MOA (about .5 MOA, I think).The SSG is .5-1 MOA. The L96 is roughly .5-.8 MOA.

All of these numbers I've read on the Internet somewhere, but I can't really find the sources right now. Point is, the accuracy of the rifles is pretty much the same, and in all cases below 1 MOA.

yea i have all the moa for every sniper/dmr but the m14 dmr.

i know we need to start the damage drop off at 0, so from what i could understand from your post, you want the distance to min damage to be twice the zero range?

i really think we should set the distance to min damage to 1500m for every gun and just change the min damage, this would be very easy and would have the same ballistics.


edit:btw what program do you use to calculate the bullets speed at distance? also what is your formula for damage?

Posted: 2008-04-16 23:09
by Oldirti
I hope things are looking up for you guys (with dev involment, and the sort)

Mosq, could you reply to my pm?

Posted: 2008-04-17 00:42
by zangoo
jonny what is your constant for drag?

edit:

me and mosquill have been talking about how to have the damage drop off in pr work. now if you dont already know how damage loss works here is how.

ObjectTemplate.damage
this is the damage the gun does from the barrel.

ObjectTemplate.minDamage
this is the minimum damage the bullet will do.

ObjectTemplate.DistToStartLoseDamage
this is the distance the bullet starts to lose damage.

ObjectTemplate.DistToMinDamage
this is the distance where the bullet has minimum damage.

i suggrested that we have the damage start to drop from 0m, then distance to min damage would be the distance that the bullet would only have 100ft-lbs of energy. now for most guns that would be above 1000m.

now the other way is to try to fit the line to the real life energy, but it is hard to fit a straight line to a curve, so it will be close for part of the trajectory but off after it reaches distance to min damage.

Posted: 2008-04-17 11:21
by Jaymz
Any chance you lads could sort us out with something to give to the testers?

Perhaps an M16A4 ACOG w/ updated ballistics + zeroing. We'll gladly throw it into a test build and give you everyone's feedback.

Posted: 2008-04-17 21:52
by zangoo
Jonny wrote:I am against a set distance because the guns have different muzzle velocities, and so different rates of loosing their momentum.
what do you mean? if you use the range where the bullet only has 100ft-lbs it will be diffrent for every muzzle velocity as each bullet will take a diffrent amount of time to reach 100ft-lbs.
Jonny wrote: These are all things I want the damage system to reflect and are easy to find and also easy to understand, if your gun is zeroed to a certain distance then you know its only 75% as effective if we use the 0.5*damage method, and that it still drops beyond that.
wait you mean that each gun will have half the damage at the zero range, this doesnt seem very realistic from what i understand. also jonny could you consider using xfire, i really helps speed things up. ps you can turn off that beep.

Posted: 2008-04-18 18:49
by Mosquill
Hey Jonny, I noticed that your program says:
massin-game - in-game mass required (calculated by formula)[not yet finished]
Does this mean that the in-game mass calculated with that program is incorrect? Where do I get the in-game mass then?

Posted: 2008-04-18 18:57
by DeltaFart
You guys confusing me O_O

Posted: 2008-04-18 20:44
by zangoo
ok guys lets get that m16a4 done for the dev. here are the guns specs.

M16a4 (200-300)Colt Weapon Systems
m855, 62gr, bc=0.304, 948m/sec

Posted: 2008-04-24 13:18
by zangoo
ok here is a small list of specs we need

scope hight for
p226n
l108a1
l9
sv98
qbb95
abz95b
qsz92
g3sg1
ssg69
mp5a3
mr444
ak47
skorpion
c14
c7ct
ar10t
c9a2
c7a2
c8
sr99
m24
ctar
tar
micro galil
negev
m16a1

we also need muzzle velocity for
g3sg1
skorpion
c7ct
ar10t
negev

need the bullets and their ballistics coeficent for
ar10t
negev
skorpion


when we get this we can get all the guns zeroed we mosquill re-appears.


btw jonny your zero angle calculator doesnt like the values

420m/sec
0.058 for the hight
0.012943091 bullet weight
200m zero distance