Page 5 of 6
Posted: 2008-03-08 23:49
by Mosquill
θ = angle between sights and barrel, is that correct?
Or is θ = angle between sights and barrel * 2 ?
These words frighten me:
Jonny wrote:There are two units for measuring angles that I have seen, regular ° and 2°...
Where have you seen those unregular 2x degrees ?
I'm using normal degrees, where +90° is up and -90° is down. Afaik I can set degrees with accuracy of 0.001° in animations. And angle between SVD's optics and barrel in the file I've sent you (300m) is 0.173°.
Posted: 2008-03-08 23:54
by zangoo
guys, i find it somewhat funny how people think that the new zeroed guns are going to make life so much better, but really it will make hitting targets past the zero range so so much harder. like a sniper now can do a 600m or a 1000m shot and only has to move the scope up a little with a zeroed gun they would have to aim way high.
hey mosquill is it possible torotate the whole 3p animation like 0.5 degrees to the right?
Posted: 2008-03-09 00:03
by RasdenFasden
zangoo wrote:guys, i find it somewhat funny how people think that the new zeroed guns are going to make life so much better, but really it will make hitting targets past the zero range so so much harder. like a sniper now can do a 600m or a 1000m shot and only has to move the scope up a little with a zeroed gun they would have to aim way high.
hey mosquill is it possible torotate the whole 3p animation like 0.5 degrees to the right?
Shooting beyond zero range will be easier I think, because I can snipe better in ArmA (great ballistics) than PR because I can estimate it much better, rather than wondering "When the 300 meters have passed, I need to... Argh"
Posted: 2008-03-09 00:15
by zangoo
the bullet drop is so much and if jonny gets drag to work then the bullet will drop even more
Posted: 2008-03-09 01:01
by Mosquill
zangoo wrote:hey mosquill is it possible torotate the whole 3p animation like 0.5 degrees to the right?
Yeah it's possible. But what for?
Posted: 2008-03-09 01:11
by zangoo
well if you can rotate the animation to the right then we could use the rotated barrel way, then players could change the distance ingame for some guns like snipers. it would also be alot easyer to change.
Posted: 2008-03-09 01:24
by Mosquill
zangoo wrote:well if you can rotate the animation to the right then we could use the rotated barrel way, then players could change the distance ingame for some guns like snipers. it would also be alot easyer to change.
You mean use fireInCameraDof=0 ? I think that would lead to a lot of problems. But let's assume that all those problems have been solved, how are you going to make changable zeroing?
Posted: 2008-03-09 01:29
by zangoo
well you just need to change the angle of the barrel in the tweak file, but right now if you do that the bullet comes out of the gun but the 1p and 3p animations are diffrent so the bullet goes to the left. but if you change the 3p animation to the right then the bullet will go where it should. then if ti works python would some how edit the number when a play pressed a button and it would change the range that the gun is zeroed to.
also do you have xifre?
Posted: 2008-03-09 01:43
by Mosquill
You would have to match 1p/3p animations, not just move 3p to the right. And I think using python this way would lag the server too much.
edit: oh and I don't have xfire, but I'll install it later.
Posted: 2008-03-09 05:51
by Psyko
Jonny wrote:HAHAHA, this has been going for months now.
https://www.realitymod.com/forum/f18-pr ... ifles.html
https://www.realitymod.com/forum/f10-pr ... -size.html
and maybee a few others, the things that did it was someone talking about the scale of things, me asking why they are out, Nedlands & me doing some research into the way the drag in the engine works, me making the model for balistics with drag, Nedlands1 & Zangoo trying to do various things to zero it and finally Mosquill learning to animate for it. We just happen to be using your thread at the very end of it. We could always move back to the balistics and zeroing one if you want...
@
Masaq:
Let Mosquill set one elevation angles of the sniper rifles to get a 300m zero, then I will mess around with notepad and finish zeroing and setting it up to demonstrate, then upload for you. Not long now.
nope

this was all me
*victory dance*
Posted: 2008-03-09 10:33
by Mosquill
Ok, I'll try that.
But what about scope models? SVD's scope looks like a parody:


If we are going to make realistic ballistics then some scopes should be modified. Of course I
could modify them (easily), but I think it may be illegal. Maybe we should get a permision or something?
Posted: 2008-03-09 10:50
by Jaymz
I don't think it's going to be possible to make the SVD optic information relevant to the projectiles trajectory in game, you'll even be hard pressed to make all the calibration markings on an ACOG relevant. But please by all means prove me wrong, I want you to.
Posted: 2008-03-09 11:10
by Mosquill
Jonny wrote:Most players dont know how to use most of the scope, and anything about wind is irrelevant, so if it is a custom model then we will edit it to work but otherwise just leave it.
I always thought re-texturing stuff was legal, so we could do that for .8 or .9 if it takes a long time. It doesn't matter for getting the physics to work right though, so its not a high priority yet.
What wind has to do with it? And I think players will learn. Just look at the name of this thread, they already want to learn.
And that's not re-texturing. The scope is not a texture, it's a geometric object with polygons. Not a texture.
@[R-DEV]Jaymz I see no problem in that if Jonny can calculate different angles for differnt distances. And I'm sure he can. And if for some reason he can't, then I can 'adjust' it myself using practical methods of tries and mistakes.

Posted: 2008-03-09 12:27
by Mosquill
@DEVS: If we'll make all scopes as realistic as they are IRL, with all the markings working and stuff like that, will you implement it? Is it legal? Will you be able (or are you willing) to get permission from DICE if it's illegal?
I know you are using some stuff from BF2:SF (and that's illegal without a proper permission), so can you get another permission?
Posted: 2008-03-09 13:26
by Mosquill
Jonny wrote:Try 0.087, mosquill, or set it to a high value (like 30 degrees) and see where it actually points to. The wierd angle measurement is from the recoil of the guns in this engine, if you see 2 degrees in the tweak files then it means that its actually 4 degrees in game.
This might be another case of this happening where we need to half all the angles to get the right ones.
And it needs the font called impact when you write the 2, so it looks more like the 2 on the case and you dont get as confused.
Ok I've tried that and it doesn't look like bf2 uses 2x degrees with animations. Therefore, I see no point in testing 0.087°. I'm going to make sure animations use correct and accurate degrees, but are your calculations correct? How approximate are they? How did you determine range when you made your research?
Posted: 2008-03-09 13:42
by Masaq
Johnny - 150m might be worth adding. The advantage of a semi-auto DMR is that you can use it relatively closely, too.
Mosquill - The comment about wind I from Johnny was down to the fact that in the reference picture you posted (also- I'd just be careful about using other games as reference works - always try a google image search too!), the sloping line in the bottom left (I assume) is to help with calculating windage.
As really can't get wind in-game (please, tell me I'm wrong!) it's less important that those kind of elements are absolutely perfect.