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Posted: 2008-02-04 21:30
by zangoo
jonny i am 14 years old i dont really understand that. so this is what i get from you post.

can you not give the missile an initial angle of elevation and initial velocity.

well from what understand, i can shoot the missile out side ways but if i shoot the missile out of the barrel fast it will not go upwards cus the barrel is not angled.

then prove that drag works on it?

umm drag works on missiles if they are not tracking and mine are not tracking so gravity adn drag should work as far as i know.

Posted: 2008-02-04 23:17
by bobfish
I still don't see your proof that the bullets drop before the zeroed point Jonny, mind sharing it?

Posted: 2008-02-04 23:31
by zangoo
bobfish the bullet drops the second it is shot, go and look at the tweak files there is nothing there that would be able to make a bullet not drop befor the zeroed point.


bobfish now read this

ok guys i will show you that they are not zeroed like real, life each bullet just drops slower or faster.

here is the bullet that the m16a4 acog uses

ObjectTemplate.create GenericProjectile 556_45_r
ObjectTemplate.material 3556
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000
ObjectTemplate.gravityModifier 0.3
include projectiles_common.tweak
include projectiles_tracer_r.tweak


note that it has a gravitymodifier, to have real gravity it should be set to 0.66, but it is set to 0.3.


here is the bullet for the m40a3

ObjectTemplate.create GenericProjectile 762_51_sniper
ObjectTemplate.material 3762
ObjectTemplate.damage 80
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 600
ObjectTemplate.DistToMinDamage 1500
ObjectTemplate.gravityModifier 0.1
include projectiles_common.tweak

the guns are not zeroed, i do not care what the guide says the tweak files say the guns are not zeroed the way they should be in real life. they have changed the amount of bullet drop to try and make it seem like the guns are zeroed, but the bullet never goes above the scope, ever.


undertsand now?

Posted: 2008-02-05 00:04
by BloodBane611
i do not care what the guide says the tweak files say the guns are not zeroed the way they should be in real life.
No one is arguing that they are. Jay clearly stated:
'[R-DEV wrote:Jaymz']you only have to compensate for the bullets trajectory after the point we claim it's zeroed at
That's clearly not how it works in real life, and as Jay said the guide is wrong. I don't know why you guys are wasting time arguing on these insignificant details. Ignore the naysayers, they'll only drag you down.

Posted: 2008-02-05 06:52
by nedlands1
Time for me to weigh in.

Zangoo: I found a way to lower the barrel and change it's orientation. Only problem is that the bullet comes out below the model slightly. Would be preferable if the sights could be moved up and the angle changed there.

Bobfish: bullets drop as soon as they spawn in the world.

MrD: the engine allows rounds to fly out higher that the centre of the crosshair. I currently know of two ways of doing it off the top of my head and one which kinda does it. One of which has already been stated by Zangoo and another by me.

Jaymz: I beg to differ (I like being different :-D ). You do have to compensate for drop at all ranges (except 0 m) it is just that it is fairly insignificant at close ranges. :)

bobfish: how can Jonny prove that bullets drop before the "zero point"(to use the term loosely) when each round has a large amount random deviation? Shoot a million rounds and do some fancy statistics? Have fun with that.

Did I miss anyone?

Posted: 2008-02-05 10:07
by nedlands1
Jonny wrote:set the velocity really low, like 5 to 10 m/s, and watch them bullets arc into the ground well before 300m no matter where you aim.
OR follow the smoke trail of a L-AT weapon or the grenade from an underslung grenade launcher.

Posted: 2008-02-05 14:43
by zangoo
nedlands if you have found a way to change the angle of the barrel why would you need to move it down? you could just angle it up and done the bullet would rise above the scope and then fall.

Posted: 2008-02-05 16:22
by nedlands1
zangoo wrote:nedlands if you have found a way to change the angle of the barrel why would you need to move it down? you could just angle it up and done the bullet would rise above the scope and then fall.
True but it wouldn't be realistic. IRL the sight of a rifle is not within the barrel it is above it.

Posted: 2008-02-05 16:26
by Smegburt_funkledink
Back on topic, the SA80 rules!

Posted: 2008-02-05 16:33
by zangoo
did you use ObjectTemplate.fire.projectileStartPosition a/b/c to move the barrel down? i still dont get what ObjectTemplate changes the angle of the barrel. also what is the smallest angle the bf2 engine can handle before it rounds to 0, is it something like 0.1?

Posted: 2008-02-05 16:46
by nedlands1
zangoo wrote:did you use ObjectTemplate.fire.projectileStartPosition a/b/c to move the barrel down? i still dont get what ObjectTemplate changes the angle of the barrel. also what is the smallest angle the bf2 engine can handle before it rounds to 0, is it something like 0.1?

I could have but I didn't. Hint: Something to do with barrels... Smallest angle? Good question and a critical one. I think it starts to round between 2 and 4 decimal places inclusive. Second is what I've tried to and fourth is what the editor rounds angles to IIRC.

Back on topic, assault rifles vary very slightly between one another. Take the L85A2 and the M16A4.

Differences:
  • Higher ROF for the M16A4 (900 vs 600)
  • Different trigger groups
  • Higher recoil for L85A2
  • Longer reload time for M16A4
  • Different models
  • Different sight pictures
  • Different animations
  • Different sounds
  • Slightly different muzzle velocities

Posted: 2008-02-05 18:16
by Jaymz
[R-CON]nedlands1 wrote: Jaymz: I beg to differ (I like being different :-D ). You do have to compensate for drop at all ranges (except 0 m) it is just that it is fairly insignificant at close ranges. :)
Practice proves more than theory. Go in game, plop down an attack marker on your mate. Get about 270 BF/EA/DICE meters away from him. Aim for his head, shoot, you'll hit him in the face.

Posted: 2008-02-05 18:40
by Salah ad Din
So, basically, Rifles in BF2 shoot like this (where the first horizontal line coincides with the line of sight through the optics as well as the trajectory of the bullet):

Image

In a real rifle, the optics (black, dotted) are located above the barrel (red) and are at an angle to the barrel, exaggerated in graphic.
Thus the bullet will arc and intersect the targetting line (as seen through the optics) in two points, the farther one being the zero point.

Image

So, if I understood the above posts correctly, it is possible to offset the optics and the barrel of the weapon model (with the optics representing the middle of the screen, one must displace the barrel a bit lower). It is also possible to set the barrel at an angle to the optics and to apply gravity to a projectile.

So, where is the problem of modelling correct ballistics. All one needs to find are the correct values for offset, angle and gravity.

Sorry if I have missed something. Please correct any wrong assumptions I have made.

Posted: 2008-02-05 19:10
by zangoo
what is the value of drag? like what does the bf2 engine use. nedlands did you use

ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0

to move the barrel down and then angle it, it works for planes so i am thinking you made the connection and put it on a gun. also jonny and nedlands do you have xfire.

back on topic, i kinda find the sa80 sights a little hard to use cus they cover up your target, but that is just me.

Posted: 2008-02-05 19:22
by Jaymz
Jonny wrote:You get a drop of ~ 1.3cm at that range with the L85A2 Jaymz, so nedlands1 wins.
I say again, practice proves more than theory.

L85A2 w/SUSAT shooting at [R-Mod]Mongoliandude's face from 300 dice meters away. He was killed, meaning it was a headshot.

http://rdev.2slickhosting.com/jaymz/BOOM.avi