Page 4 of 29

Posted: 2008-03-13 02:07
by Mosquill
[R-CON]nedlands1 wrote: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.
I know that, I thought it was obvious. Afaik, you move your head up/down to find an appropriate angle
for a certain distance (in case of m203+m16)
Image
[R-CON]nedlands1 wrote: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".
Yeah I can edit that, but it may be illegal.

Posted: 2008-03-13 11:11
by nedlands1
Jonny wrote:No, but we do have a possibly unlimited number of zoom levels to use.
Last time I checked there was only one model for the zoom (geom_0 -> lod_1) and the only thing you could vary was the amount of magnification.

PS. May want to make an example before you start making demands. You never know it may end up in some sort of promotion...

Posted: 2008-03-13 12:10
by Mosquill
'[R-CON wrote:nedlands1;628124']Last time I checked there was only one model for the zoom (geom_0 -> lod_1) and the only thing you could vary was the amount of magnification.

PS. May want to make an example before you start making demands. You never know it may end up in some sort of promotion...
Now I get it, you want to make two different zero ranges via lod models, and then switch between them via ObjectTemplate.zoom.zoomLod, right? Plz, don't use lods for zeroing purposes. Use animations instead, it'll look much better.

(if you need any help with animations let me know, ok?)
'Jonny' wrote:No, but we do have a possibly unlimited number of zoom levels to use.
Jonny, you still think you can change angles by zoom don't you?
'Jonny' wrote:@ Mosquill:
[url]http://mdt.planetbattlefield.gamespy...pting/CRD.shtm[/url]
It also does not matter, as it is NEVER found without mass, this value is not the important bit, the value of m/k is the important bit.
THANK YOU! I really spent a lot of time trying to figure out what that CRD was. Now I know :D . And yes I know that if drag is >0, it can be adjusted by mass. But maybe mass affects something more then just drag? Have you thought about that? Maybe it has something to do with how far bodys will fly when bullet will hit them? That wasn't sarcasm btw.

Posted: 2008-03-13 12:56
by zangoo
why not just make the bullet weigh what it should and adjust drag, it would be more realistic.

Posted: 2008-03-13 13:22
by Mosquill
zangoo wrote:why not just make the bullet weigh what it should and adjust drag, it would be more realistic.
Probably because Jonny doesn't see a difference between that and setting drag=1 and adjusting mass. :p

Really, Jonny, you have a very original way of thinking. You're changing mass to adjust drag instead of changing drag to adjust drag. And still, you're managing to get same results. :)

That's beyond my understanding of logical thinking.

Posted: 2008-03-13 14:00
by nedlands1
Mosquill wrote:Probably because Jonny doesn't see a difference between that and setting drag=1 and adjusting mass. :p
Probably because Jonny discovered in his testing that you can either have the drag modifier on or off (1 or 0).

Posted: 2008-03-13 14:30
by Mosquill
[R-CON]nedlands1 wrote:Probably because Jonny discovered in his testing that you can either have the drag modifier on or off (1 or 0).
Wich is not true of course ;)

Jonny, something is (still) not right.
SVD:
θ = 0.173
v = 830
projectileStartPosition 0/-0.132/0

SVD's projectile:
m = 0.091
g = 0.666
drag = 1

And it's not zeroed at 300m, more like ~380m. Can you post your tweak file for SVD?

Posted: 2008-03-13 18:15
by Mosquill
You've removed gravityModifier from 762_54.con and put it in projectile_common.con . Judging by:
me wrote:The 300m SVD is zeroed perfectly at 300m only when g = 1, but g should be 0.666 because physics.gravity = 14.73
I'd say that "ObjectTemplate.gravityModifier 0.666" line was not applied to the projectile, therefore you've got the default g value of 1 (14.73) for the projectile.

But that's just a quick thought.

Posted: 2008-03-13 18:52
by Mosquill
Ok, I think I know what it was. The problem is solved now.

Anyway, 132mm scope height is a bit too much. Where have you seen such a scope? The SVD's scope height is 7cm.

I guess now we should:
1. find a BC (Ballistic Coefficient) for every bullet.
2. find scope height for every gun.
3. calculate ballistics.
4. make zeroing animations.

1-2 is not difficult(I'll do it), 3 - your job, 4 - my job.

EDIT:
Jonny wrote:Also, after reading this about BC, all I am missing is the 'form factor', the rest was already in there. I thought that was all the BC was, and according to that it does not change so I already have the BC included if that article is correct.
NO No no, that article only describes the G1 model wich is only relevant to a small veriety of bullets! That is wrong.

EDIT2:
Jonny wrote:the engine does not correctly handle that value anyway.
I know, but using G1 model is like using a random number from 0.1 to 0.6 ;)

Posted: 2008-03-13 19:28
by Mosquill
Jonny wrote:1) I would prefer a formula to a set of numbers, it reduces rounding errors. Currently using BC proportional to mass/area.

2) will assume 5cm or 7.5cm if it cant be found

3) need the values/model first

4) wont actually need to be changed once its done, just need to keep m/k constant in each release.

so find me a better model.
I would use a BC calculator for that purpose, like this one: unreadable font goes here . Unfortunetly it's in russian (not a problem for me though ;) ), you don't speak russian do you? Be warned though, 95% of other BC calculators aren't any better then a generator of random numbers.


And umhh, 132mm is really too much.

Posted: 2008-03-13 19:47
by Mosquill
Jonny wrote:so what model does it use then?
Different models are used to calculate BC for different types of bullets.

Example:
Image - G1, standart bullet.
Image - G5, "moderate boat tails".
Image - G6.
Image - G7, VLD (very low drag) bullets.

And I have absolutely no idea what happend to G3 and G4, and what G2 is.

Posted: 2008-03-13 20:03
by Mosquill
Jonny wrote:can I havea list of drag modifiers for each type of bullet relative to the one the L85A2 fires and a list of weapons which use them? That would be by far the easiest solution to this.
Nope, but I can give you a big list of BC's :D

Posted: 2008-03-13 20:22
by Mosquill
Ok then, I'll start with what I already know.
SVD:
caliber: 7.62x54R
bullet: 7N1
weight: 9.8g
initial speed: 815-830m/s
BC: 0.43
sights height: 7cm

edit: that 'sights height' has been measured using in-game model. IRL it's 8cm, but I think we should stick to the game model.