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Posted: 2008-04-25 01:43
by zangoo
is there going to be anynew weapons in 0.8, cus we should know this if we want to zero them

Posted: 2008-04-25 15:51
by zangoo
what is the muzzle velocity for the g3sg1, also i have sent mosquill all the data that i have, he is going to start zeroing the gun and we are going to do a test soon.

Posted: 2008-04-26 00:22
by Masaq
Yeah, disclosing new weapons etc is a breach of the NDA R-CONs, R-PUBs and testers sign.

Again, you guys should focus right now on getting any single weapon to a finished state. I have an entire team of EU testers willing to see how it plays, and Wolfe has a team of US guys who'd be keen to get their hands on it too I'm sure... :p

Posted: 2008-04-26 01:30
by zangoo
mosquill went to bed about 3 hours ago, he said he is going to sleep for a big day of animating.

Posted: 2008-04-26 02:25
by Chanvlan
ow my head hurts bad 0.o

Posted: 2008-04-26 04:58
by zangoo
@the devs, do you guys want to have real sniper and marksman moa, now this wont be like the deviation in 0.7, it will be the same as right now, but the min amount of deviation will have gone up a very very small amount.

Posted: 2008-04-26 10:26
by zangoo
Jonny wrote:Dont do that, Zangoo, then people will complain about the deviation. They need to aim correctly, but once they have it should be a kill every time. Snipers should be feared a lot.
jonny i dont think people will notice 1.5in deviation at 300m,

Jonny wrote:I am not sure the sniper rifles should even have any bullet drop at all yet, anyone should be able to pick it up and be very very scary with it. Although, sinse I have heard snipers zero before shooting we could give them multiple zero ranges based on zoom level, if it is possible.
ok so your saying that anyone should be able to pick up the kit with no skill and become uber leet and make kills at 600+ meters? that seems a little well not pr like, each gun should take some skill to use. also no gravity, sure snipers can zero their guns, but they need a spotter for the range and in pr that doesnt happen often. but me and mosquill will try to get the barrel way of zeroing the guns working so we can let the snipers change the zero range.

btw mosquill cant login so he wont be posting anything for a bit.

Posted: 2008-04-26 12:22
by Drav
Dunno if you guys have ever used an L96. I have. They are VERY nice bits of kit, and very accurate, when used prone with a bipod. I would DEFINITELY model the 0.5 MOA, as it wont affect accuracy until at very long range anyway. I would put it in, as even the L96, or the bigger .50 rifles can only put their rounds in a 10cm radius at 800m, and are by no means laser accurate. Have a look at this picture to clarify

Image

You see it make little difference at 100m, but a decent deviation at 800m. With no wind to move the bullet, you need some deviation, or it becomes too easy for the shooter. An 800m shot is not easy. The reason guys get hits at 1000m+ is because they practice a lot, and I suspect theres a little luck involved.



However, what I really wanted to talk about was scopes and zeroing. The rifle I used had a fixed 10x scope on it. Most sniper rifles do. It was zeroed for a few dirfferent ranges, and the numbers were written down. Now obviously you cant change the zero by twisting knobs, but like Jonny said, you dont want to be aiming low all the time. However, for familiaritys sake you dont want different zeros for different maps, as it will all become totally confusing.

I would suggest you look at having two weapons that can be selected. Same rifle, one with the scoped zeroed at 100m, and one with a zero at 400m. You could either have different zoom levels on them, or keep a fixed zoom throughout. I would suggest keeping the 10x zoom throughout, as it makes the rifle much harder to use at ranges below 50m, preventing Behringer style one man armies. Or at least Tom will have to switch to his pistol....

Posted: 2008-04-26 21:45
by Mosquill
Jonny wrote:Does the fact that a screen shows a limited number of pixels not already account for that MOA? You cannot choose which part of something to aim at if your crosshair is bigger than the object, like at 800m.
Tell it to this guy:
https://www.realitymod.com/forum/f112-tales-pr-frontlines/38707-xhd-2560-x-1600-screenshots-warning-big-images.html
:)

Anyway, here are some numbers:
1moa≈1px at 1024x768 with 4x zoom.
that would be 3px for an assualt rifle with 3moa.
And that's almost 5px for people with 1600x1200 resolution.

Not much, but still it's not really hard to do if we'll get the right info.


And also, don't forget that it's all about details.

Posted: 2008-04-27 03:03
by zangoo
ok jonny i was testing the saw with realistic ballistics, right now it looks fine up untill about 800m then the bullets start to slow down so fast that they just fall out of the sky. i will try to get a video clip.

edit here are some pics

Image

Image

Posted: 2008-04-27 19:49
by zangoo
i did a test with mosquill he said the guns are way off, right now the m40 cant shoot past 1300m, no matter how high you aim, the saw cant make it past 1100m.

so how should we fix this?

Posted: 2008-04-28 00:23
by zangoo
the only map i have tested on is kashan but there is no reason for this to change on any map. the zero ranges will work fine to any range untill the gun reaches max range, note max range is not very far in terms of what it should be able to do.

i think it would be best to lower drag.\



edit:jonny if we are going to solve some of these issues you need to get xfire, posting like this may make your thread bigger but it really slows down the work.

Posted: 2008-04-28 02:37
by DeltaFart
Wow I like the work already done, even though there are teething problems. I can't wait to get this ingame! YOu have no idea how many times Ive aimed above an american with G3 just to realize I dont have to