|
|||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#21 |
![]() Join Date: Feb 2009
Posts: 5,538
|
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#22 | |
![]() Join Date: Aug 2007
Posts: 957
|
Quote:
Yeah that but that in RL not in game, im talking about ingame physics, in game there a smaller bullet drop i think then that it only a few millimetres, IF there is a drop at all. | |
|
|
Last edited by RHYS4190; 08-15-2009 at 04:26 AM..
|
|
|
#23 | |
![]() Join Date: Mar 2009
Posts: 475
|
Quote:
| |
|
|
|
|
|
#24 | |
![]() Join Date: May 2006
Posts: 1,465
Location: Perth
|
Quote:
| |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#25 |
![]() Join Date: Mar 2009
Posts: 475
|
Aha, that picture explain everything. It is so much win it should be in the manual.
|
|
|
|
|
|
|
|
|
|
|
|
#26 |
|
PR:BF2 Developer
![]() |
I suspect it will be in the guide when its back up
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "We live for the one! We die for the one!" |
|
|
|
|
|
|
#27 | |
![]() Join Date: Mar 2009
Posts: 16
Location: Matthews, NC
|
Quote:
I had previously understood that in PR, bullets, in essence, act as lasers until the stated range and then began to drop. But it seems that because the scope is accommodating for the expected range, you could shoot over targets closer than that accommodated range. | |
|
|
|
|
|
#28 | |
![]() Join Date: May 2006
Posts: 1,465
Location: Perth
|
Quote:
The whole "weapon X is zeroed to Y meters" in PR has nothing to do with real world zeroing. It's just an opinion that the drop is negligible up to that range. I hope I answered your question. | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#29 | |
![]() Join Date: Mar 2009
Posts: 16
Location: Matthews, NC
|
Quote:
| |
|
|
|
|
|
#30 |
![]() Join Date: Aug 2009
Posts: 34
|
Jonny,
I am pretty new to the game, and probably a year and a half too late to this discussion. In reading through your posts from early 2008, it was really nice work that you, Nedlands, CAS-117, Mosquill and Zangoo did for ballistics. (But this all seemed to stop when Zangoo left.) At the risk of telling you something you already tried, and of flogging (selling) a dead horse, there might be a way to get around the tracer bug: There must be something telling the program whether each round is a tracer or not. If this information can be passed to the ballistics equations, here is a possibility. In the ballistics equations, replace all instances of velocity v with (v + 10/9 * v * Tracer_Flag), where Tracer_Flag = 1 for tracer rounds and 0 for regular rounds. For regular rounds, the position of each round would be as you already have them (i.e. the 10/9 * v * Tracer_Flag becomes 0, leaving only v). For tracer rounds, the physics in the PR universe would make them move in the same trajectory as regular rounds, even though the velocity is apparently lower. (Note: Some posts on the message boards suggested that real tracers tend to fall a little short of where the non-tracer rounds fall. This could be modeled by using a constant like 1.11 instead of 10/9.) If damage is based on bullet velocity, and I'm NOT sure that it is, the above velocity modification could be applied for damage calculation as well. Just a thought. Hope it helps. |
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| bullet, drops |
| Thread Tools | |
| Display Modes | |
|
|