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Posted: 2008-03-12 00:03
by Mosquill
Jonny wrote:ObjectTemplate.Drag CRD_NONE/1/0/0
Are you sure? That doesn't sound right.
Jonny wrote:The constants are calculated from the assumption that at 300m the L85A2s bullet has half as much kinetic energy, so about 71% of its original velocity. I could calculate each constant for each gun, but that assume that I could find the data. So I am basically assuming that the BC is the same because there is not really any other way to do it without the data. I suppose it could be related to the diameter of the round or its cross-sectional area, but for the values so far it is the same for each bullet to make it simple.
Are you saying that you're using same bullet for every gun, and the only difference is velocity? That can't be good. I say we should get more info on bullets and calculate BC, I have a very good BC calculator (uses G1 and G7 bullet models).
Posted: 2008-03-12 02:31
by zangoo
hey guys i have been thinking about how we should test drag, so this is what i have been thinking what if we uesd python to get the position of a bullet at a set distance. we could use
physicalObject.getPosition()
physicalObject.getRotation()
to get the postion after set amount of time then wait about 0.03 sec and get the position once more. it would tell us the speed of the projectile at any distance we want. now i have very very little python knowledge so this could never work but just a idea. it could also tell us the distance a projectile has traveled in a set amount of time.
Posted: 2008-03-12 02:41
by Mosquill
Yeah that would be great. Wish I knew how to code in python.
Posted: 2008-03-12 05:09
by OkitaMakoto
Keep it up guys

Im loving it.
Oh, and just to toss this in after the fact, I realized that Bullet Drop in the suggestions thread is NOT colored Red to mean hardcoded.

A bit late in bringing it in, but just to let ya know that whoever wrote that at least didnt think so. [just saying this as the discussion in the previous thread was on people saying things like this were hardcoded]
Haha, like I said, this is looking/sounding AWESOME! Keep up the amazing number crunching work!
Posted: 2008-03-12 05:34
by Mosquill
'[R-CON wrote:OkitaMakoto;627170']Keep it up guys

Im loving it.
Oh, and just to toss this in after the fact, I realized that Bullet Drop in the suggestions thread is NOT colored Red to mean hardcoded.

A bit late in bringing it in, but just to let ya know that whoever wrote that at least didnt think so. [just saying this as the discussion in the previous thread was on people saying things like this were hardcoded]
Haha, like I said, this is looking/sounding AWESOME! Keep up the amazing number crunching work!
Yeah it's not red in the suggestions thread, but still, some DEV(s)
did say that it's not possible.
Also: GL sights and Head bobbing are red. And those are not even close to hardcoded

. But no, I don't blame Devs, I bet they were just too annoyed of ppl asking for head bobbing and stuff like that, so they made it red in *** thread.
Posted: 2008-03-12 06:35
by nedlands1
Mosquill wrote: Also: GL sights and Head bobbing are red. And those are not even close to hardcoded

.
Proper GL sights(leaf sights and quadrant sights) are hardcoded. That is unless you happen to know a way to unlock more item-indexes, change the camera for each potential sight setting or know how to map another control axis to change the rotation of a weapon about the forward post on top of the conventional elevation/depression that we have now.
That being said, you shouldn't worry. A bastardised solution has discovered and implemented on a very small scale (on my local server).
Posted: 2008-03-12 09:06
by Mosquill
Oh, you mean fully functional sights. Well of course it's hardcoded. But *** thread says "Assault Greande Launcher (GL) Sights", nothing about changing GL's zeroing range. And right now, in PR, we only have a silly corsshair left from vanilla. Why can't we have a normal GL sights set at 100m for example?
And what about Head bobbing? Or is "Head Bouncing/bobbing/shake/wobble/wobbling" in *** also means something different?
Posted: 2008-03-12 11:04
by nedlands1
Mosquill wrote:Oh, you mean fully functional sights. Well of course it's hardcoded. But *** thread says "Assault Greande Launcher (GL) Sights", nothing about changing GL's zeroing range. And right now, in PR, we only have a silly corsshair left from vanilla. Why can't we have a normal GL sights set at 100m for example?
I'm pretty sure "Assault Grenade Launcher Sights" is a made up term. All the UGL's in PR use leaf sights. To aim with the leaf sight you need to line up the front post with the right "rung" for the range you want to shoot at. Once that is done you line that up with the target and fire.
Mosquill wrote:And what about Head bobbing? Or is "Head Bouncing/bobbing/shake/wobble/wobbling" in *** also means something different?
I think it must mean sight sway. In BF2142 it is just a matter of putting a few lines of code in to do. Not the case in BF2. That being said, FH2 has sway with the sniper rifles which I believe is done with animations. IIRC, FH2 has some head-bobbing effects too.
Posted: 2008-03-12 16:45
by M.0.D
BloodBane611 wrote:Pistols should be zeroed at a max of 25 feet. At 25 meters a pistol is next to useless, and anyone armed with a rifle is going to find cover and reload/fix their malfunction rather than transition to a pistol. I agree with Nedlands about the optics zeroing, sights that are meant to be zeroed at a certain range should be, especially since that means that the sights will work as they are meant to.
About Pistols .. i KNOW that the german pistol P8 is zeroed to 50 meters, and it is far away from useless at 25 meters, it is nearly useless at 50 meters, unless you have a lot of practice shooting
Posted: 2008-03-12 22:00
by zangoo
so jonny each round is going a diffrent speed down range right? you cant just put some numbers in and say that it is right. how did you test your model to make sure the bullet was going the correct speed at a set distance?
Posted: 2008-03-12 22:29
by zangoo
so in simple terms you can say the the bullets have a correct speed at a set distance right?
Posted: 2008-03-13 01:25
by nedlands1
Jonny wrote:GL sights are NOT hardcoded, we can use a series of animations to go through the possible angles.
You can, but do you have 12 spare weapon slots(50m/100m/150m/200m/250m/300m x 2) to select them with?
Posted: 2008-03-13 01:34
by Mosquill
Jonny wrote:It ABSOLUTELY MUST BE INCLUDED when zeroing the rifles, Mosquill.
You'r saying it like I was arguing about that...
Jonny wrote:I could not get the drag value to change anything during initial testing, the only way to change it was by changing mass. It is also pointless re writing the model to include it as it is NEVER found on its own, it is always divided by the mass.
CRD_NONE/1/0/0 ??? ObjectTemplate.drag is a simple float value, it should be something like 1 or 2 or 0.5 . If you want to see a difference, then put this in the projectile's code:
ObjectTemplate.tracerTemplate p_tracer_g
ObjectTemplate.tracerScaler 20
ObjectTemplate.drag 100
You should see tracers landing 10m in front of you.
Jonny wrote:Different BC would be difficult to add, but possible if you have a better model or the values for each and every bullet used in PR.
I think I can find/calculate BC for (almost)every bullet in PR, but I don't know which bullets PR uses. For example there is a big variety of bullets for SVD(7.62x54) with BC from 0.2 to 0.5. And I don't know wich bullets are common and wich are rare.
@[R-CON]nedlands1 Why can't we just use normal GL sights set at 100m? Wouldn't that be better then a simple HUD crosshair? I've already done m203's animations to use sigths (yesterday), and it looks much better.
Posted: 2008-03-13 01:46
by nedlands1
Mosquill wrote: @[R-CON]nedlands1 Why can't we just use normal GL sights set at 100m? Wouldn't that be better then a simple HUD crosshair? I've already done m203's animations to use sigths (yesterday), and it looks much better.
A normal GL sight (ie a leaf sight) isn't zeroed to one particular value. It is generally zeroed to the ranges of 50m up to about 300m in 50m increments. The difference in the angle you aim at to hit the various ranges is huge. Therefore having a single zero point won't suffice.
Do you know how to edit the texture/model of the leaf sight? If so I can give you the positions in which you need to aim at to hit targets at various ranges. Hence you can make the "rungs" have the appropriate spacing. As you said, "it's better than a simple HUD crosshair".
Posted: 2008-03-13 01:48
by zangoo
yha if you set drag to 100 the bullet stops very very fast, so drag works fine, but a drag modifier of 1 afaik wouldnt do anything to stop a bullet going 900m/sec down to 400m/sec in 3 sec.
Posted: 2008-03-13 01:51
by OkitaMakoto
grenade sights have actually been looked into, just so you guys dont put tons of work into it just yet. Nedlands should know from the RCON thread, theres a youtube video of them set to ranges...
You can use the style [chuc?] used and just rezero the grenade impact points once you get the GLs set up...
Just fyi.

Posted: 2008-03-13 01:54
by Clypp
Question.
If the .tweak says CRD_UNIFORM/2/1/0, what does this mean? (In terms of .TimeToLive)
I figured out the second value (2) is the decay time.