Bullet drop and travel

General discussion of the Project Reality: BF2 modification.
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webb
Posts: 22
Joined: 2015-06-04 20:50

Bullet drop and travel

Post by webb »

Hi. This might've been discussed a shirtload of times, but I guess I'm not that good at searching things. So today I got really interested in whether PR actually has bullet travel and bullet drop. I've seen a bunch of videos in which I clearly saw snipers correcting for bullet drop and travel time, but I do want some precise numbers. So, let's go straight to the questions:

1. What is the distance when bullet actually starts dropping? Does it vary depending on what weapon are you using?
2. Does bullet travel time vary depending on what weapon are you using?

Also I would like to have some tips on how to properly aim through the sophisticated scopes, like those on insurgent SPGs and on RPGs for example.

Thanks in advance.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Bullet drop and travel

Post by Spook »

Bullet drop is there. Its noticeable at targets further away than 400-450m. From that distance you will have to already correct your aim upwards a little.

The scopes have range markers, they are mostly pretty accurate, so use them.
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M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Bullet drop and travel

Post by M42 Zwilling »

Yes, bullet speed does vary from weapon to weapon based on real life stats. Sniper rifles tend to have a muzzle velocity around 800 m/s, while most pistol-caliber weapons are in the 300-400 m/s range. There is no bullet deceleration currently, but as was pointed out, there is some drop (not very much but you might need to aim a few pixels above your target at longer ranges).

And yeah, the RPG-7 and SPG-9 scopes work the same as in real life for the most part. A Google search should help you find out what the markings mean, and there are also several threads about them on these forums. :)
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
sf17k
Posts: 37
Joined: 2015-05-29 22:50

Re: Bullet drop and travel

Post by sf17k »

AT scopes tend to have markings like 2, 3, 4, etc. Those correspond to hundreds of meters, like 200, 300, 400. If lower ranges like 0m, 50m, 100m aren't marked, just extrapolate upward from the other marks to find them. There's usually some kind of cross at the 0m mark.

I know at least one scope has multiple sets of range markers, possibly corresponding to different warheads. Test to see which is the correct one by firing at a known distance.

RPG-26 ironsights have triangular features depending on what range they're set to. The tips of the triangles are the 50m, 150m, 250m marks. The tip of the notch in the top triangle is 75m. The base of the triangle/notch is 100m. Halfway between that and the next triangle tip is 125m, and so on. You need to guess the range to within about 25m in order to get a hit, due to the drop. So the closer, the better.

RPG-7 ironsights are ranged to 200m at the lowest. Note the difference between 200m and 300m, and extrapolate that to find 100m and 0m. The 0m mark is almost at the tip of the outer ring. The 100m mark is halfway between that and the post. You'll fire at 100m more often than 200m so use the whole outer ring as your guide, not just the post.

One of the RPG scopes has markers for the approximate size of a vehicle at various ranges. That helps eyeball a range estimate.
webb
Posts: 22
Joined: 2015-06-04 20:50

Re: Bullet drop and travel

Post by webb »

Thank you all for replies.

Wing Walker, definitely gonna check that out.
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