This should make ballistics a bit more interesting.
Re: Bullet Deceleration
Posted: 2012-08-31 22:21
by Rudd
The issue is that tracers and non-tracers will behave significantly differently afaik. I do not know if the wookie mod overcame this or not.
Re: Bullet Deceleration
Posted: 2012-08-31 22:31
by SShadowFox
In Wookie's previous version there was a perfectly working tracer with the bullet drop.
Also, can't the DEVs get the Tank shell effect, reduce, and change the color to red and green, then put it as the tracer effect and see if it works with the bullet drop.
Also Mosquill have a video that shows ballistic effects to snipers and there is tracer on it, the tracer in that video works perfectly.
Re: Bullet Deceleration
Posted: 2012-08-31 22:34
by Rudd
Also Mosquill have a video that shows ballistic effects to snipers and there is tracer on it, the tracer in that video works perfectly.
this was done in 2142 iirc
In Wookie's previous version there was a perfectly working tracer with the bullet drop.
Didn't it have only tracer weapons and no-tracer weapons?
Re: Bullet Deceleration
Posted: 2012-08-31 22:40
by SShadowFox
IIRC, there was only tracer weapons (even pistols had tracers back then), but it was removed.
Re: Bullet Deceleration
Posted: 2012-08-31 22:55
by M42 Zwilling
Yeah, there's is a difference of about a foot at 50 meters with the current settings. The difference will be much less if implemented, as the bullet will be much faster and there will probably be less deceleration. In any case, the difference in bullet drop was present even without deceleration.
Posted: 2012-09-01 04:08
by K_Rivers
Try testing your theory
Cheers Rivers
Re: Bullet Deceleration
Posted: 2012-09-01 05:24
by Alek-say
About ballistics:
Re: Bullet Deceleration
Posted: 2012-09-01 11:10
by M42 Zwilling
K_Rivers wrote:Try testing your theory
Cheers Rivers
Not sure if I understand what you mean, but if you mean a smaller difference with more realistic settings, then yes, there is a smaller difference. I just tested it at a range of 100 meters with a gun having zero recoil and zero deviation. The projectile used PR's 5.56x45 gravity modifier of 0.3, a mass of 1, and a drag of 25 (not sure what realistic drag would be). The bullet holes for the tracers and non-tracers were directly above each other, with about an inch or two difference between the points of impact.
EDIT
Uh oh. It seems bots almost never use weapons with projectiles that have mass and/or drag. That could be a deal-breaker. I'll test further.
Re: Bullet Deceleration
Posted: 2012-09-01 16:18
by Pvt.LHeureux
PR doesn't really give a **** about bots lol
Re: Bullet Deceleration
Posted: 2012-09-01 17:03
by BroCop
Which is why they have developers working specifically on bots...
Re: Bullet Deceleration
Posted: 2012-09-01 17:37
by Pvt.LHeureux
If this can work online, then the bots will see their own modified weapons on coop mod. like the bot only choppers.
Re: Bullet Deceleration
Posted: 2012-09-01 18:04
by M42 Zwilling
Fortunately, I got bots to shoot projectiles with drag. All I did was base my coding on the TOW from vanilla, which already had drag. Now I just have to figure out why it didn't work before.
Thing is, DEVs have tried to implement some ballistics and tracer rounds act differently to normal rounds, so every third round would have a different trajectory. While tracers do have slight difference, it isnt nearly as mucha s the team is experiencing.
If there is a soludion, it would be more than welcome i believe.
Re: Bullet Deceleration
Posted: 2012-09-02 21:46
by M42 Zwilling
Well, I did some more testing. I switched testing to vanilla just to make sure that the lack of firing on the part of the bots wasn't somehow connected to an issue in my personal mod. I added the same drag to all the handheld firearm projectiles used in Strike at Karkand and tested it. Bots had no trouble using some weapons like the AK-101 and M16A2, but didn't fire a shot with others like the M249. I am completely stumped as to why they do this.
I also tried adding all the anti-gravity commands I could think of to tracers, to no avail.
I had another idea, though. I added a ForceObject to the SA-7 'Grail' and found that it also achieved deceleration. A delay can be added to the ForceObject so the rocket will begin to decelerate after the engine runs out fuel. I also witnessed a bot attempt to down a Huey with one. Unfortunately, this method probably won't work with the bullets used by assault rifles, SMGs, pistols, etc., because they have no geometry.
This method brings to mind one more possibility for fixing the tracers. Adding a force object to the tracer geometry might successfully reduce the bullet drop for tracers. I have a feeling though that this won't work, but I'll give it a try anyway.
Re: Bullet Deceleration
Posted: 2012-09-02 22:28
by Pvt.LHeureux
I still don't get how FH2 managed bullet drop on their tracers then.
Re: Bullet Deceleration
Posted: 2012-09-02 22:32
by M42 Zwilling
Pvt.LHeureux wrote:I still don't get how FH2 managed bullet drop on their tracers then.
It's not that tracers can't have bullet drop. They inexplicably drop faster than non-tracers.
Re: Bullet Deceleration
Posted: 2012-09-02 23:01
by Pvt.LHeureux
Oh I see.
Re: Bullet Deceleration
Posted: 2012-09-02 23:20
by J.F.Leusch69
interesting thing about the deceleration of rockets...