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Posted: 2007-12-21 15:39
by Mora
interesting..

Posted: 2007-12-21 15:53
by <1sk>Headshot
Nice work, interesting to see how this pans out.

Posted: 2007-12-21 17:40
by Waaah_Wah
lol, why isnt Jonny a R-DEV yet? :P

Posted: 2007-12-21 17:47
by VipersGhost
IIRC the gravity level is set like that as to compensate for the BF2 meter being longer than a RL meter. I'm not saying its still correct as it is but I'm pretty sure why it's like that.

Posted: 2007-12-21 22:16
by Raymond.Reiloff
1 RL m might be 1 BF2 m but i doubt the gravity is RL based, tho im not sure

Posted: 2007-12-21 22:30
by zangoo
i cannot wait till this is in the game, it will add so much to game play. i am really interested to see how this will change fire fights.

Posted: 2007-12-21 22:33
by VipersGhost
Jonny wrote:The BF2 metre is EXACTLY the same as a RL metre.

https://www.realitymod.com/forum/bf2-me ... ml?t=30068

The scales are out by different amounts for everything else. Its like that because no one has tried doing the ballistics properly until now.
Ah OK, good to know. For some reason I swore I had heard it elsewhere. Well heck ya then, lets get this fixed. I'm all for fixing the ballistics big time! As much as we can at least.

Posted: 2007-12-22 06:12
by nedlands1
Any chance of seeing the table you mention Jonny?

Posted: 2007-12-22 06:30
by markonymous
well done very well done.

Posted: 2007-12-22 06:52
by KingofCamelot
Interesting stuff. :)

However, I think it's unfair to say that the current rifles are not zeroed at all. They ARE zeroed as far as gameplay is concerned, the DEVs who did the zeroing modified the gravity modifiers to make the bullets hit at different distances.

Also, your graph picture isn't entirely accurate. Bullets in BF2 don't rise after being fired, unless some change you've made was able to accomplish that, which would be interesting.

Posted: 2007-12-22 09:03
by nedlands1
BrotherAlex wrote:click the link titled "graph"
That is not the table.

@ KingofCamelot

I believe that Jonny was doing the trajectory of a bullet which is being fired slightly upwards. Before anyone asks, the angle fired would not be ~45 degrees as the graph has been heavily truncated horizontally.

The only evidence of zeroing I have seen is that particular points on the scopes of various weapons, coincide with the drop at a particular range (eg the base of the top triangle on the ZF version of the G3A3, coincides with the drop @ 400m range).

To properly zero I believe we need two things. A space between the barrel and scope instead of one being within the other and the barrel and the scope to be not parallel so they converge at the zero point. I believe the first is possible with the "ObjectTemplate.ProjectileStartPosition" modifier.

Posted: 2007-12-23 16:28
by Morgan
Waaah_Wah wrote:lol, why isnt Jonny a R-DEV yet? :P
I endorse this product.

Good work jonny, you got into Cambridge yet?

Posted: 2007-12-23 16:55
by zangoo
yha jonny really should be a R-DEV or at least a R-CON.

Posted: 2007-12-23 16:59
by nedlands1
Okay I'm tired(about 2:00 AM here) and have not too much of an idea of what you are talking about Jonny. I have made an illustration in Drafix for you to show you how I perceive the system to work.

Image

The top diagram shows the current weapon and sight arrangement and the bottom shows what a zeroed one would be like (not to scale). The dotted arrow represents the sight's position and orientation and the dotted line represents the LoS(line of sight). The solid arrow represents the barrel's position and orientation and the solid line, the path of a fired bullet. In the first diagram the two arrows overlap.

In order to get the weapon to zero properly, two things must be satisfied. Firstly, the sights must be relatively higher than the barrel. This is to say that there must be a space between the barrel and the sights. There are two ways of achieving this. Raise the sights or lower the barrel. Secondly, the angle between the LoS and the LoD(line of departure) must be > 0. This allows the path of the bullet and the LoS to intersect forming a zero point. Again, there are two ways of achieving this. Angle the sights down or angle the barrel up.