Wind affected projectiles!
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RUSSIAN147
- Posts: 109
- Joined: 2009-10-17 09:10
Re: Wind affected projectiles!
Excellent usual man, your work is refreshing and insightful. Well done.
"I'd like to see you run faster than my 124gr JHP"
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dodek96_pl
- Posts: 45
- Joined: 2010-11-19 15:14
Re: Wind affected projectiles!
Ok, I know what's wrong. The start delay is not the delay since the start of the round, but since start of bullet flight... so ATM if the bullet flies for 30 seconds, the "wind" direction for it changes
So I would have to come up with some other way to make forecasts.
If you think something is impossible, let someone who doesn't know that do it 
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|HBD|Bad_santa12345
- Posts: 23
- Joined: 2011-11-30 11:35
Re: Wind affected projectiles!
You could use python to change the "wind" direction and speed on the server side over time or even randomize it for each round. But then there would be problems with tracers having different trajectories than actual bullets because the client would have different wind settings. Only way i can think of for fixing that is to send client commands from python. I have no idea how to accomplish it other than using third party executables on both the server and client. It is something that the devs of Operation Dead Dawn have figured out. Operation Dead Dawn mod for Battlefield 2 - Mod DB
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RUSSIAN147
- Posts: 109
- Joined: 2009-10-17 09:10
Re: Wind affected projectiles!
Gotta love Dead Dawn, looks bad ***.|HBD|Bad_santa12345 wrote:You could use python to change the "wind" direction and speed on the server side over time or even randomize it for each round. But then there would be problems with tracers having different trajectories than actual bullets because the client would have different wind settings. Only way i can think of for fixing that is to send client commands from python. I have no idea how to accomplish it other than using third party executables on both the server and client. It is something that the devs of Operation Dead Dawn have figured out. Operation Dead Dawn mod for Battlefield 2 - Mod DB
"I'd like to see you run faster than my 124gr JHP"
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FrostZeroOne
- Posts: 132
- Joined: 2012-04-05 18:32
Re: Wind affected projectiles!
would be great in my opinion... marksmen and snipers going to have a little challenge instead of aiming and firing like COD robots...

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paul161616
- Posts: 377
- Joined: 2008-07-08 17:24
Re: Wind affected projectiles!
if this does end up being worked out, it would go along perfectly with the deviation changes the devs are making. internet high five!
you missed
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Gosu-Rizzle
- Posts: 610
- Joined: 2009-06-06 13:23
Re: Wind affected projectiles!
Sounds interesting. Good luck getting it working.
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Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: Wind affected projectiles!
Is this ballistic system going to be for the whole weapons? Assault rifles, pistols, tanks etc?

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Doc.Pock
- Posts: 2899
- Joined: 2010-08-23 14:53
Re: Wind affected projectiles!
well it affects every object you put the code on so yes i hope
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Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: Wind affected projectiles!
Me too. But, if there will be ballistic system, so it will be difficult to aim on long distance without scope. In grenade launcher you can set the distance( 100m, 200m, 300m...). So, such aiming set system could be good for non scope rifles, isn't it?

