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PR Sniping Mechanics

Posted: 2008-05-18 10:23
by Ryongi
Good day to you all. Last time I played PR was about 1 year ago during 0.6 patch I think. Anyway, my question is simple. How much is sniping changed from vanilla BF2?

Note, I'm I'm asking for more technical stuff regarding bullet drop, deviation and bullet travel time.

For example, in BF2 you had to compensate one pixel for bullet drop at 150 meters and one more pixel at 180 meters etc. How much different is this from PR? Also, if you could give me the exact bullet velocity, in BF2 it was 1000 m/s.

Re: PR Sniping Mechanics

Posted: 2008-05-18 11:16
by Waaah_Wah
Read the wiki ;) I believe you can check at what range the weapon is zeroed in there.

Re: PR Sniping Mechanics

Posted: 2008-05-18 11:20
by Proff3ssorXman
It is located in the Wiki? Really?

I guess this relates to the thread I just replied to, reading the manuals and stuff.

Re: PR Sniping Mechanics

Posted: 2008-05-18 14:18
by zangoo
Waaah_Wah wrote:Read the wiki ;) I believe you can check at what range the weapon is zeroed in there.
just to expand on what jonny said, currently in pr the bullets do dont ever rise above where you are aiming, each type of gun has a gravity modifier, snipers have a 6.6% of what real life is, most other guns have about half of real life. so the guns are not "zeroed" in the sence that you have to aim at the target at 500m, but you will not have to aim very high above him.


but all this will change when the ballistics get put in.

ps:velocities are about 900 m/s, so travel time is about [range]/900 seconds.

i read that and said wth range/900sec so just so other people dont make the same mistake, it is range/900=time of flight.

Re: PR Sniping Mechanics

Posted: 2008-05-18 14:44
by Waaah_Wah
^^I know ;) right now zeroing means that you dont have to worry about bulletdrop untill that distance

Re: PR Sniping Mechanics

Posted: 2008-05-18 14:57
by Psyko
Zero In
From Project Reality Wiki
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Quote from PR wiki:

All weapons firing bullets or other projectiles are zeroed at a certain range. The Project Reality team have yet to create a realistic travel path and/or ballistics curve for projectiles. Currently projectiles have a linear travel patch with a slight curve (due to gravity/deceleration). Due to this, we have tweaked this curve as well as other settings like damage dissipation to reflect a particular weapopns effective range.

To account for bullet drop, one must actually aim above his target at ranges greater than the weapons zero mark.

The following are the ranges at which some common infantry weapons are zeroed in:

* Carbines: 100m
* Rifles: 300m
* Sniper rifles: 600m


"Are these figures accruate? Or do they need to be updated?"