Faking bullet rise in snipers/scoped weapons.
Posted: 2008-09-23 21:16
Yeah, I was wrong. The post is useless. Let this drop to the bottom of the forums
I know a lot as been done to get bullets to behave realistically. This suggestion is based on this one belief that I have. If the following belief is incorrect, then do not respond to this thread and let it fall to the bottom of the forums.
The BF2 engine cannot simulate how a bullet rises, falls, hits the zero mark, and falls further down. OR, the engine can do this, but the devs do not know how to make the engine simulate this.
Bullets originate at the center of the screen.
My suggestion: Dont put the center of the optics reticle in the center of the screen. Make it higher.
Example: Sniper
1. As far as BF2 is concerned, the sniper is zeroed at 300 meters.
2. Instead of making the sniper view circle in the very center of the screen, lower the image a little bit so the first mark above the center is accurate up to 300 meters.
3. Modify the bullet speed and drop such that at 600 meters (or whatever range you want the weapon to be zeroed at), the bullet will land on the center of the reticle.
Please excuse the crudity of my example image.


("Center" means that point is the center of the screen, where I believe the bullet originates from.)
Figure number 1 is how the sniper works AFAIK.
Figure number 2 is what it would be like after the suggestion.
For ranges of 0 - 300 meters, the player would use the first mark above the center.
For 301 - 599 meters, the player uses the space between the center and the first mark above the center.
For exactly 600 meters, the player uses the very center of the reticle.
For ranges beyond 600 meters, the player estimates below the center.
Depending on the dev's discretion, this could be used on ACOGs, SUSATs, PLA LAT, G3/QBZ optics, Vehicle Coaxial marks, anything with optics. This doesn't have to be snipers only.
It isn't perfect, but this simulation of bullet rise is better than nothing.
I know a lot as been done to get bullets to behave realistically. This suggestion is based on this one belief that I have. If the following belief is incorrect, then do not respond to this thread and let it fall to the bottom of the forums.
The BF2 engine cannot simulate how a bullet rises, falls, hits the zero mark, and falls further down. OR, the engine can do this, but the devs do not know how to make the engine simulate this.
Bullets originate at the center of the screen.
My suggestion: Dont put the center of the optics reticle in the center of the screen. Make it higher.
Example: Sniper
1. As far as BF2 is concerned, the sniper is zeroed at 300 meters.
2. Instead of making the sniper view circle in the very center of the screen, lower the image a little bit so the first mark above the center is accurate up to 300 meters.
3. Modify the bullet speed and drop such that at 600 meters (or whatever range you want the weapon to be zeroed at), the bullet will land on the center of the reticle.
Please excuse the crudity of my example image.


("Center" means that point is the center of the screen, where I believe the bullet originates from.)
Figure number 1 is how the sniper works AFAIK.
Figure number 2 is what it would be like after the suggestion.
For ranges of 0 - 300 meters, the player would use the first mark above the center.
For 301 - 599 meters, the player uses the space between the center and the first mark above the center.
For exactly 600 meters, the player uses the very center of the reticle.
For ranges beyond 600 meters, the player estimates below the center.
Depending on the dev's discretion, this could be used on ACOGs, SUSATs, PLA LAT, G3/QBZ optics, Vehicle Coaxial marks, anything with optics. This doesn't have to be snipers only.
It isn't perfect, but this simulation of bullet rise is better than nothing.