at which range are weapons zeroed into?
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jackal22
- Posts: 849
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at which range are weapons zeroed into?
its all well and good having all these fancy sights for vehicles and some rifles, but what exact range are they zeroed into?
are they all default 100m? because that would make understanding the scopes a hell of a lot easier if the 'proper' range was disclosed.
are they all default 100m? because that would make understanding the scopes a hell of a lot easier if the 'proper' range was disclosed.

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Hides-His-Eyes
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ub3rxn00b
- Posts: 77
- Joined: 2007-04-06 21:00
That doesn't make any sense. When the bullet leaves the gun, it is traveling straight, and as it continues to travel, it drops due to gravity.Hides-His-Eyes wrote:I'd rather they were zeroed to zero than not know what they're zeroed to
I guess the way to think about it is that they're zeroed to the crosshair which is the centre of the screen and the path of the bullet
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Vicktor Vauhn
- Posts: 118
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Actually, I think they might use real basic physics to do semi accurate (ignorring real life stuff like wind resistance, ect...)Teek wrote:Its BF2, just be thankful it has accurate bullet drop.![]()
But I think I remember seeing the equations used to determin pullet path for vBF2 and it used real physics, just the simplest version possible.
At any rate, I remember the devs here saying the the BF2 engine ALWAYS fires directly at center screen, so what ever bullet drop IS used is applied from there.
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Gyberg
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Just using the Ak5 as an example since that is the weapong I trained with.
Think it would be great if this could be implemented since this would require more skill from the shooter. I dont know what the sight are set at for an m16 or an g3 etc. but there will be the same problem on those weapons since the sights are above the barrel.
BF2 Bulletdrop is NOT accurate!
I dont think this is the most important thing but it would be nice to have this function.
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Last edited by Gyberg on 2007-04-13 09:42, edited 1 time in total.
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*2Recon*
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The main weapon i trained with in the army has a basic sight set to 150m. When firing from 50 or 100m from the target the bullet will pretty much hit the center. Its very accurate with iron sights and ofcourse even more accurate with the aimpoint (optic red dot sights...well the accuracy is the same but it takes less time to aim a accurate shot). But when the target is 200+ m away, hitting the target becomes more diffucult. Estimating the distance is pretty hard and i was talking about targets that stand still. Shooting at fast moving targets is not always easy even if you are just 50m away.
Making long range shots with basic assault rifles is too easy in PR but on the other hand i like taking those long range shots
Making long range shots with basic assault rifles is too easy in PR but on the other hand i like taking those long range shots
Last edited by *2Recon* on 2007-04-13 12:24, edited 1 time in total.
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Long Bow
- Posts: 1100
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All of this supports my theory of always going for the body core. Nothing fancy just put bullets in the biggest body mass, a few inches up or down and you still hit something soft and squishy
Head shots are nice but those take vital extra seconds to hit.
The problem with introducing real bullet physics are that fact that you can't adjust the sights. If lets say you are playing one of the PLA maps with alot of vegetation etc and you are not engaging targets at long range you could zero your sights for 75yds. But on Al-bashra if you are at village taking pot shots at infantry 200yds away you would want to adjust your sights accordingly. IRL I have only shot at targets out to 100yds and even over that range needed to do a slight adjustment to the sights or offset my aim.
Cheers,
The problem with introducing real bullet physics are that fact that you can't adjust the sights. If lets say you are playing one of the PLA maps with alot of vegetation etc and you are not engaging targets at long range you could zero your sights for 75yds. But on Al-bashra if you are at village taking pot shots at infantry 200yds away you would want to adjust your sights accordingly. IRL I have only shot at targets out to 100yds and even over that range needed to do a slight adjustment to the sights or offset my aim.
Cheers,
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*2Recon*
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Well the instruction always aim for the chest. If the bullet goes up it hits the head and if it goes a low you will hit the stomach area which is even better because the shot is not fatal and it binds 2 of the enemy soldiers to evaquate/treat him. Nobody is good enogh shooter to take QUICK shots from 50 to the head that will hit for sure. I dont want to see this in PR though because evaquating etc. is well...boring.
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arneboe
- Posts: 164
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The AG3 (G3) has a gap of about "max" 8 cm between the bullet and the line of sight.. in a military situation you will almost always be instructed to aim for the chest area, not only because it is the biggest target, but to not kill your enemy as well.. The idea is that injuring your enemy will cause a drop in morale and more important take away resources in form of team mates helping the injured, medics, transport etc etc..
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Gaz
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currently in 0.5 the visiable distance is approx 250m.
With the advent of 0.6 and longer view and draw distance with very very little extra load of system resources (afaik anyway) we are looking at an audit on all the weapon ballistics physics to account for this.
For example, the L85A2 is normally zero'd to 300m. Expect to hit whatever you aim for within this distance (stationary target), and take elevation and side movement estimates to adjust for bullet drop and movement at longer distances. We cannot simulate changing the sight like the SUSAT has up to 600m afaik.
This will bring an extra edge of reality to PR's infantry weapons.
With the advent of 0.6 and longer view and draw distance with very very little extra load of system resources (afaik anyway) we are looking at an audit on all the weapon ballistics physics to account for this.
For example, the L85A2 is normally zero'd to 300m. Expect to hit whatever you aim for within this distance (stationary target), and take elevation and side movement estimates to adjust for bullet drop and movement at longer distances. We cannot simulate changing the sight like the SUSAT has up to 600m afaik.
This will bring an extra edge of reality to PR's infantry weapons.
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Long Bow
- Posts: 1100
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If I understand what your saying Gaz the bullets will fly perfectly straight to a set "zero'd" distance (300m) and then bullet drop will start to effect the bullet?
Or do you mean the bullet actually follows the natural ballistic curve out to the "zero'd" distance set in 0.6 e.g. 300m and continues to drop naturally past it's zero'd range?
I just want to know how to compensate on the in-between range
Cheers,
Or do you mean the bullet actually follows the natural ballistic curve out to the "zero'd" distance set in 0.6 e.g. 300m and continues to drop naturally past it's zero'd range?
I just want to know how to compensate on the in-between range
Cheers,

