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Posted: 2008-03-13 21:09
by Mosquill
L85A2:
caliber: 5.56x45 NATO
bullet: M855
weight: 4g
initial speed: 940m/s (wikipedia)
BC: 0.304
sights height: 8.8cm (for both irons and optics)
Posted: 2008-03-13 23:44
by Oldirti
Damn i'm excited for this.
Posted: 2008-03-14 01:03
by zangoo
ok so from a very simple test i have found that using a drag of 20 on a bullet going 940m/sec it will take the bullet about 2 sec to travel 900m. so using the ballistics calculator it says that it should take 1.856 sec to travel 1000 yards=914m. so it is very close to what it should be. the bullets weight is left at what the engine sets it to. also if i can get a python script that will tell me how long it takes a projectile to travel from the muzzel to impact it will be very easy to set drag.
Posted: 2008-03-14 01:53
by nedlands1
zangoo wrote:ok so from a very simple test i have found that using a drag of 25 on a bullet going 940m/sec it will take the bullet about 2 sec to travel 900m. so using the ballistics calculator it says that it should take 1.856 sec to travel 1000 yards=914m. so it is very close to what it should be. the bullets weight is left at what the engine sets it to. also if i can get a python script that will tell me how long it takes a projectile to travel from the muzzel to impact it will be very easy to set drag.
Tried intermediate distance values (0 < X < 900m)? You can't be making such statements (
"so it is very close to what it should be") unless you get a range of data. You never know, the one value you tested may just happened to closely match your ballistics calculator's output.
Posted: 2008-03-14 02:52
by zangoo
i am going to do more tests but i dont really want to start testing untill i have a way of measuring the time the bullet takes to hit. i just need someone that knows python to try and make a script that can tell me how long it took the bullet to travel a set distance
Posted: 2008-03-14 03:22
by Masaq
Suggestion only:
Battlerecord it, then watch it in slow motion, at a speed you know to be a set % of realtime.
Use a stopwatch to record the length of time between firing and impact.
By slowing it down you provide enough leeway for yourself for a smaller margin of error in hitting start/stop, it should reduce the impact of your response time.
You guys could do with a shooting range map really - a completely flat terrain with obects set distances away.
Posted: 2008-03-14 03:33
by zangoo
ok i did another test, i was shooting at 1374m so 1500 yards, it took about 4 sec. so from the ballisticsn calculator it says it should take 3.595 sec to travel 1500 yards and it should also take 1.856 sec to travel 914m. my first tests were at about 890m and that took about 2 sec. that means that i have too much drag, so if i were to adjust the drag it seems that the times would match what the ballistics calcualtor is showing me.
the battlerecorder idea is good but it would take a very long amount of time to do, like right now it takes me about 6 min to put my files in, load pr up, load the map and start testing. but if i had to create a battlerecorder each time then load it up and time it. the whole thing could take 15min just to test one change and then i would need to adjust the drag and start the test over again.
edit:also in post #84 drag is set to 20 not 25 not sure why i put 25.
Posted: 2008-03-14 04:26
by Masaq
Maybe use your current method for the long range shots and use BR for closer ones? Might be worth doing a a close-up shots - 200m or so - just to check that it holds up at closer range too. Then you've only got 25 mins or so of work in total?
I've just had a play with the level/terrain editor for the first time, I'm going to see if I can create a firing range for this stuff to be tested on.
Let me know what size it'd need to be at most - 2km ok?
Also:
-What teams would be needed on it (which weapons are you testing first) as currently I haven't a clue how to add pickup kits etc.
-What kind of objects would work best as targets to range onto, buildings, oil drums, vehicles?
I'm thinking that a completely flat surface with a selection of objects in incremental ranges, using either a SOFLAM or move marker to gain in-game slant range - would allow you to more accurately gauge range than on a standard map?
Lemme know if you're interested, anyways.
M.
Posted: 2008-03-14 04:40
by zangoo
i think a map with targets every 100m out to 2000m would be great to test the guns. you can also make targets using the stop signs on basrah and changing the material to the same as the human head, then they will fall when you shoot them. would be great to practice shooting and also testing the guns. i think the best targets would be some kind of wall and if you use a view distance of 4000m the bullet impact effects will draw at 2000m.
Posted: 2008-03-14 14:57
by zangoo
ok so i did some more tests, i have set the bullet weight to 0.004=about 62grains. from my small test i fround that with a drag of 0.05 the bullet was traveling just a bit to fast, so i will need to adjust it. i ask some people on the bf2 editor froums and they said it was inpossible to start a timer when a gun is shot, so the demo way looks like the best bet.
edit:is it possible to some how play the demo back slower then 5%
Posted: 2008-03-14 17:55
by zangoo
it wont move tanks but it will make people fly 10m, i still dont see why we shouldnt make the bullets have a realistic weight?
Posted: 2008-03-14 18:34
by zangoo
why not just make them weigh what they should and change the drag like it would be in real life? also jonny you could test with no gravity how long it takes a m855 round(the 5.56mm or the round that l86 fires) to travel 1371m, it should take about 3.6sec.
Posted: 2008-03-14 18:52
by Mosquill
Jonny, I've sent you the zeroing animations. I'm going to test it on lan today, I want to see how far bodys will fly

. Maybe I'll even make a video.
Posted: 2008-03-14 19:04
by zangoo
ok i did a test with a demo file but it seems that the demo is not playing at 5% speed, it took the bullet 30 sec to travel 1371m at 5% speed, so that would mean that it would have been traveling 30/20=1.5sec, but ingame the bullet is not traveling 1.5sec for sure. so i think that the speed that the demo plays back at is not what it says.
Posted: 2008-03-14 19:23
by Mosquill
There is no 5% speed setting in
mods\bf2\Menu_server.zip\HUD\HudSetup\Communication\HudElementsDemoRecComm.con
the smallest is:
hudBuilder.createButtonNode DemoRecRose DemoRecUpLeft 182 251 190 26
hudBuilder.setButtonNodeMouseArea -47 -129 190 103
hudBuilder.setButtonNodeTexture 2 Ingame\Communication\Rose\Squad_Selected_L01.tga
hudBuilder.setButtonNodeTexture 1 Ingame\Communication\Rose\Squad_unSelected_L01.tga
hudBuilder.setButtonNodeConCmd "game.simulationRate 10" 0
hudBuilder.setButtonNodeConCmd "sound.playSound rosePress" 0
hudBuilder.setButtonNodeConCmd "sound.playSound roseOver" 1
hudBuilder.setNodeShowVariable DemoShow
hudBuilder.setNodeLogicShowVariable AND DemoRecInterfaceShow 1
hudBuilder.setNodeInTime 0.1
hudBuilder.setNodeOutTime 0.1
hudBuilder.addNoDemoveShowEffect -0.7 30
hudBuilder.createTextNode DemoRecRose DemoRecUpLeftLabel 229 257 85 17
hudBuilder.setTextNodeStyle Fonts/commRoseFontLocalBold_9.dif 0
hudBuilder.setTextNodeString HUD_HUD_DEMO_SLOW_3
hudBuilder.setNodeColor 0.937 0.929 0.831 1
(10%)
If you want less, then I suggest changning this "game.simulationRate 10" (in the quoted piece of code) to "game.simulationRate 1", that should give you 1% speed whenever you choose 5%.
Posted: 2008-03-14 20:07
by zangoo
you sure there is no 5% speed in there cus i just loaded up the demo and i could play it at 5% 25% 100% 150% 300%.
Posted: 2008-03-14 20:11
by Mosquill
I think it says 5% but plays at 10%.