Re: [Coding] Balistics/zeroing [WIP]
Posted: 2008-06-24 19:21
I don“t know how you would do a tracer effect.. But as you say, if the tracer is another "mesh" "projectile" whatever, is it not possible to make one similar with 100% speed?
Extremely unrealistic as in real life you would wear out your barrels in no time. Hence it is not done.zangoo wrote:but things like the m16, would it be ok if every round was a tracer?
Player models in BF2/PR are 2 meters tall. Not 1.7 meters tall. Which is VERY unrealistic in itself, but that the subject of another matterzangoo wrote:ok so all tracers or no tracers for each gun is out as a possible fix.
me and mosquill were talking and trying to find a fix, here were our 2 ideas that could fix this issue.
1) we leave it in, at 200m the m16 tracer would drop 0.2m more then a normal bullet, now a slower gun like the ak47 the tracer would drop 0.4m more at 200m. Also people in bf2 are about 1.7m tall iirc. Now i think most people playing pr would mistake this bug for a feature thinking it was implemented to make the tracers more realistic. Btw in current bf2 and pr the tracer bug is there, it is just that the bullets move at a constant speed from the muzzle of the gun and have like half of the normal gravity.
2) we make a random tracer effect attach it to the bullet at use it, this would be easy to do, but im not sure how tracers would come out, if they would be like every 3 rounds or if it would be like 5 tracers, 3 normal, 2 tracers, 10 normal, 11 tracers, ect.
From my measurements it appears that the player model is approximately 1.62m tall.Rico11b wrote:If somehow by magic or what ever, we could take the 2 meter tall soldier models from vanilla BF2 and ZAP them into real life with our magic ray gun. How tall would they be REALLY?
I've tried that. Mosquill, Jonny and Zangoo have also probably tried that. It doesn't seem to work.Rico11b wrote:Have you tried to modify the velocity, or the gravity settings for the TRACER ONLY to resolve this issue? How about trying to reduce the projectiles weight to get the desired accuracy? Or a combo of the 3, being speed, gravity, and mass to achieve the desired affect. The tracer doesn't have to be exactly the same accuracy as ball ammo, because it isn't in real life. Remember that the TRACER bullet loses weight as it travels down range, thus making it's use for pin point accuracy out of the question. It gets lighter and lighter as it travels down range because the "tracer compound" is burning off as it travels. Most small arms tracers burn out after a short time anyway. Usually somewhere around 800 meters or so. Just so long as it is close will do.
From my experience of this problem, it exists at all ranges and is proportional to the projectile's gravity modifier, the range, the applied drag and inversely proportional to the muzzle velocity. Based on the current in-game ballistics, the gravity modifier is very low, the range you are describing is short, the drag is nill and the muzzle velocity relatively large so you won't be able to easily see the problem since the drop is so small to begin with. Add the random deviation in and you can't possibly tell if your tracers are dropping more that the other rounds without some serious testing.Rico11b wrote:Also I was told that this issue with the tracers only happens after a distance of 250 meters or more. Is that true?
You can do that? Sure lets do itJonny wrote:Are you proposing we import YOU into the editor and measure your height, as opposed to a model of something?
No, the unit used are meters, but I can convert to feet and inches for my own personal reference, since here in America we still use feet and inches.Jonny wrote: Or that we assume the units used are feet, and that the players are under 2 feet tall?
What the game engine uses is just fine. But thanks for seeking my approvalJonny wrote: Also, we will use SI units until you can name a non-arbitrary system as the sensible part of the western world uses this system and, importantly, it works.
I'm not so sure. I think it does matter how big or small the people, buildings, and terrain are. If it is a true one to one scale with the real world then you could plug in real world data and values, and forget about it. But perception counts for a lot, when we are striving for increased realism. If it doesn't "seem", "feel", or "perceived" to be realistic, then one can be fooled into believing it to be realistic.[R-MOD]Masaq wrote:Yeah, remember that size and units are all relative.. it doesn't matter how big people are so long as they're correct in proportion to terrain, buildings etc
There's an easy way to compare the unit system in-game and the unit system in the editor. Find the length of an object in the editor and compare it to the measured length in-game using the marker system. The problem with the markers is that they round to certain values. So in order to overcome this you can use a huge object. I picked the bridge section used on Operation Ghost Train. I measured it to be about 50.5 "units" long in the editor. The bridge on Operation Ghost Train has four sections bringing the total length to about 202 "units" in length. Now with markers I measured the bridge to be 201 m long. At that distance the length was increasing in 3 metre increments. In which case the marker measurements are likely to be +/- 1.5m which puts the value of 202 "units" squarely in the acceptable region. For all practical purposes, 1 "unit" in the editor equals 1 m in-game.Rico11b wrote:What does that prove? It proves nothing. Without any REAL way to measure something in game against something in the real world, you are left with taking the BF2editor at face valve. Just taking what the game engine says, is nothing more than an assuming that it is right.. You know what they say about "assuming" right
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