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Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-22 01:15
by Mosquill
zangoo wrote:also just a theory here if we were to change the gravity of the whole world using physics.gravity to a real setting, then change the gravity modifier to 1, the bullets and the tracers should fall at the same speed.
Like I said before, I really doubt it's gonna work.
zangoo wrote:also mosquill if you have done any tests of how tracers effect other guns or is the m40a3 the only gun you have tested and if you have tested other guns like the m16 would it be useable, how much extra drop is at 300m?
I saw the problem on m4 and then tested it on m40a3. I didn't do any other tests.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-22 03:31
by zangoo
[R-CON]Mosquill wrote:I saw the problem on m4 and then tested it on m40a3. I didn't do any other tests.
did the tracers drop alot more then the other bullets on the m4, would it be useable?

we should get the trajectory of a real life tracer and conpare it to the tracers that seem to just drop out of the air.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-22 13:01
by zangoo
well if we do a test, just set the bullet gravity mod to 1, test if it falls at the same speed as the tracer.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-22 13:22
by Mosquill
zangoo wrote:did the tracers drop alot more then the other bullets on the m4, would it be useable?

we should get the trajectory of a real life tracer and conpare it to the tracers that seem to just drop out of the air.
I think tracers have about 2x more drop.

zangoo wrote:well if we do a test, just set the bullet gravity mod to 1, test if it falls at the same speed as the tracer.
Also make a test with drag=0 and mass=1. We have to be sure that drag has nothing to do with it. Also you should check if the current version of PR has this bug.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-27 19:23
by Rico11b
Bump ;)

Gotta love me :)

R

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 12:20
by Mosquill
Jonny wrote:Just been testing, and the tracers move SLOWER than the normal rounds!

You can adjust their speed by putting ObjectTemplate.velocity in the tracer file, but they are still slower.

It seems the speed listed in the main tweak file for the gun is some sort of average of the tracer and the normal bullet speeds.

If anyone has a way to get the exact speed of something in game, other than shooting a wall and timing how long it takes, that would really be helpful right about now. It does need to be able to tell the speed of something you cant see, too.
Just add gravity to the projectile and remove the drag, then shoot something 2km away and measure the drop. You should be able to get velocity that way.

Did you get your tester access btw?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 12:25
by bosco_
Guess he hasn't, he'd be in the Tester Usergroup then.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 12:34
by Mosquill
Jonny wrote:How do I measure the drop of something I cant see? And measure it against what? I suppose I could use the destructible targets and a timer. That should work a long way away.

I need to compare both bullets, with and without tracers, to see how different their velocities are after I have added everthing that has an effect on it in the files (they are still different even after adding ObjectTemplate.velocity ## to every file).

And no, I dont have tester access yet. Jaymz linked me to the application thingy, I filled it out and submitted it, but nothing has happened yet.
You could use a target like this:

Image

It has circles every 10cm, I can send you the files if you want. And if you can't see where it hits, increase the zoom level on the gun and remove deviation and recoil.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 13:18
by zangoo
[R-PUB]bosco wrote:Guess he hasn't, he'd be in the Tester Usergroup then.
i have also filled it out and nothing yet.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 13:19
by DeltaFart
I'm curious
Wouldn't it be better if you were to use human silouette targets instead of the mk1 target?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 13:24
by zangoo
that target has rings that are 10cm big, so you can measure the drop, it isnt for target practice just to see drop. btw there is a human target in the files.


edit :o k so jonny from what i understand you said the tracers have a diffrent muzzle velocity right? also do the tracers have more or less drag/gravity?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-30 15:56
by Masaq
Tester access goes through the Lead Tester; it's his team. It's been clearly stated by Fuzzhead that who ends up in the testers is decided by LeadMagnet.

The application will be in the tester Control Panel; he'll have to review it and make a decision shortly.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-31 02:50
by zangoo
we should really look into just using a effect, if it is possible to do what we need then it would save a bunch of time.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-05-31 09:53
by Drav
This might be a way of measuring speed. Make the target destructable in one shot, with a large explosion, and record the video in fraps with sound. Mark the point in final cut where the shot sound initiates, and mark the point on the video where the target explodes. You then have time of the shot.....