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Posted: 2008-01-14 07:50
by nedlands1
VipersGhost wrote:So let me get this straight...you have found a way to input realistic bullet trajectorys in PR now...as in the bullet fires...goes up a short bit and then slowly decends in a nice long parabolic arc??

It doesn't just come out and immediately start dropping?


So if my rifle is zero'd at 200m and I shoot at a guy 50m...I'll actually have to shoot a little low (crotch) to hit him in the stomach?

If thats the case..wow!
Not quite there yet. We need to be able to change the angle between the scope and the barrel so the line of sight intersects with the bullet's path.

Image

Top is currently ingame. Bottom it a combination of a space between the barrel/scope and an angle which makes the line of sight intersect with the bullet's path forming a zero.

Posted: 2008-01-14 11:50
by nedlands1
UPDATE: Found a way of changing the barrel's direction relative to the sights and another way of changing the barrel's location. Zeroing is now possible!!!

EDIT: Could someone please tell me the height of an ACOG above the bore? So I can make a quick zeroed M16A4 and post a video?

EDIT: Been fiddling round with poor results. It seems that the engine rounds to zero very quickly. Any coders know how low you can go with the "ObjectTemplate.setRotation" modifer? I need to work in the MOA/sub MOA regions.

Posted: 2008-01-14 14:45
by Masaq
Whoa.... excellent work!

Afraid I've no idea on the figures; if I were you to get a quick response I'd try politely private messaging a Dev or two :)

Posted: 2008-01-14 18:20
by Wheeter
I might sound like a noob about this but will the size of the sight/simulated distance from your eye matter along with these figures?

Posted: 2008-01-14 21:17
by BloodBane611
Could someone please tell me the height of an ACOG above the bore? So I can make a quick zeroed M16A4 and post a video?
Flattop mounting is 2.5", carry handle mounting at 3.5"

Source

Posted: 2008-01-14 22:57
by Gyberg
Image
I made this picture long ago when someone started to whine about bulletdrop.

I guess this is what you are trying to achieve, I hope you make it! Anyways just posting this picture so that everyone can understand what you guys are up to!

Posted: 2008-01-15 00:09
by DeePsix
I'm not familiar with the coding aspect of the game, but is it possible to have these realistic ballistics and bullet deviation?

Posted: 2008-01-15 00:15
by VipersGhost
Awesome....huge for PR if this gets in and works online etc. Well done again guys.

Posted: 2008-01-15 12:58
by nedlands1
Could someone who has actually had experience/has good sources, verify the bullet drop compensator ranges markings on the ACOG scope:

Image

I believe the tip of the chevron is zeroed for 100m and the base of the chevron is for 300m, the "4" is for 400m, the following horizontal line is for 500m, the "6" is for 600m, the next horizontal line after that is for 700m and the bottom line is for 800m. I also think that the 100m zero occurs on the upward approach of the bullet. Any confirmation of this?

Posted: 2008-01-15 20:27
by Jay
DeePsix wrote:I'm not familiar with the coding aspect of the game, but is it possible to have these realistic ballistics and bullet deviation?
I was wondering this as well.

I think that realistic ballistics would have been much better in 0.6, because it would have actually been noticeable. I mean, right now, you don't know which way your bullet's going to go flying!

Posted: 2008-01-15 20:52
by Ninja2dan
Jay wrote:I was wondering this as well.

I think that realistic ballistics would have been much better in 0.6, because it would have actually been noticeable. I mean, right now, you don't know which way your bullet's going to go flying!
I think realistic ballistics will only add to a better mod.


Here's a good exercise to try, it will help understand the whole "deviation" thing.

Put on a full set of BDU's, combat boots, Kevlar helmet, body armor, tactical vest, canteens/camelback, etc, etc. Load up full combat gear like a normal infantryman, ensuring you have all your battle load and ammo. Now grab your weapon, fully loaded, and start jogging.

Jog about 100m, then drop and do 20 or so push-ups without removing any gear. Now get back up and job 50m more. Drop and do 10 sit-ups/crunches. Get back up and run another 25m. Now, raise your weapon and shoot a book-sized target 50m away. No delays now, soldier! Fire that damn weapon!

Hmmm, what's that you said? Sorry, I can't understand you between wheezing. Eh, shot your toe off trying to shoot too fast? Ouch.

You see, deviation is to simulate the time it takes a soldier to bring their weapon sights up to eye level, adjust their breathing to take the shot, and to ensure the weapon is tight in the right places. Since this game always shows your weapon on-screen in the same place, with no animation to show the above actions, then a simulated delay is necessary. You can also argue that it can simulate the slight movement of aiming point caused by your heart pounding in your chest from the adrenaline boost you get when you know you are in a life-threatening situation...you know, like being shot at.

Deviation is needed to enhance realism and help prevent all those dolphin-diving shits who made me quit vBF2 long before I found PR. Ballistics on the other hand are needed to enhance the realism and make all of us real shooters happy.

Posted: 2008-01-15 21:17
by markonymous
the new bullet effects added are very nice and were really needed. I would love to see a animation like the one ninja2dan is talking about. Im not suggesting or demanding anything i know animators are in very short supply.

Posted: 2008-01-15 21:33
by Waaah_Wah
Ninja2dan wrote:I think realistic ballistics will only add to a better mod.


Here's a good exercise to try, it will help understand the whole "deviation" thing.

Put on a full set of BDU's, combat boots, Kevlar helmet, body armor, tactical vest, canteens/camelback, etc, etc. Load up full combat gear like a normal infantryman, ensuring you have all your battle load and ammo. Now grab your weapon, fully loaded, and start jogging.

Jog about 100m, then drop and do 20 or so push-ups without removing any gear. Now get back up and job 50m more. Drop and do 10 sit-ups/crunches. Get back up and run another 25m. Now, raise your weapon and shoot a book-sized target 50m away. No delays now, soldier! Fire that damn weapon!

Hmmm, what's that you said? Sorry, I can't understand you between wheezing. Eh, shot your toe off trying to shoot too fast? Ouch.

You see, deviation is to simulate the time it takes a soldier to bring their weapon sights up to eye level, adjust their breathing to take the shot, and to ensure the weapon is tight in the right places. Since this game always shows your weapon on-screen in the same place, with no animation to show the above actions, then a simulated delay is necessary. You can also argue that it can simulate the slight movement of aiming point caused by your heart pounding in your chest from the adrenaline boost you get when you know you are in a life-threatening situation...you know, like being shot at.

Deviation is needed to enhance realism and help prevent all those dolphin-diving shits who made me quit vBF2 long before I found PR. Ballistics on the other hand are needed to enhance the realism and make all of us real shooters happy.
QFT

Posted: 2008-01-15 21:47
by VipersGhost
?

Posted: 2008-01-22 21:53
by arneboe
Ninja2dan -Thank you!