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Old 08-15-2008, 01:48 AM   #1
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Question: In .8 will th Marksmen Rifles be differentiated More?

In the guide it says that Precision Rifles are zeroed at 600m. And as we all know 'Precision Rifles' are DM rifles. (Here's the whole quote so we are all on the same page)

Quote:
Originally Posted by Project Reality Guide
Precision Rifles

Precision Rifles are basically Assault Rifles with more range and sometimes a larger caliber. They are usually semi-automatic weapons and are best used to support your squad in taking out targets that are out of the effective range of the other rifles.

Important: DM Rifles in Project Reality are "zeroed" at 600m. With the BF2 engine this means that you will only have to compensate for the bullets trajectory at distances greater than this.
Up until recently I never believed it. Since they all had different Calibers I thought that the ones with the smaller caliber bullets(L86a2, Qbu-88 ), Would maybe top out at a bit Higher range then Assault Rifles, and the Higher Calibers(SVD, M14 DMR) topped out at 600m. But my testing on a local Qinling and Kashan server, pretty much confirmed what the guide said. Almost all the rifles hit at 600m before the rounds started to descend.(The L86a2 was the exception, I did not see a Bullet always hit the same spot at 300, 400, 500, 600, and 650m ranges, Could have been the smoke puff that was obstructing my view of the bullet though) Some it was Easier then others(M14, Qbu-88 ), Others harder(Svd, L86a2).

So my Question is will in .8 the Marksmen Rifles be more differentiated?




I'm also gonna Test Sniper Rifles at a later date, and Assault Rifles if my curiosity need be satisfied.
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Old 08-15-2008, 02:06 AM   #2

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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

off topic
I hope USMC marksman issued SAM-R rather than the M14
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Old 08-15-2008, 02:20 AM   #3
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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

Im not sure what you mean... all the DM rifles are meant to hit at 600M. They are zeroed to 600M. Meaning that AFTER 600M they will drop... You could zero a submachine gun to 600M if you wanted[assuming it had the power to make it there]

Heres a response to what I think you are asking:
So you mean that you want the zeroed distance to be different among marksmen rifles? Im not sure thats a good thing seeing as you dont always play as the same team. In a standard army thatd be fine to have it zeroed to your own liking, but since you cant expect everyone to know the zeroed range for all factions' DM's Id say its fine them all being at 600M

Sorry, I guess im just not totally sure what you're asking if I didnt answer it correctly... :\

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Old 08-15-2008, 02:22 AM   #4
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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

Quote:
Originally Posted by [R-CON]OkitaMakoto View Post
Sorry, I guess im just not totally sure what you're asking :\
I was asking if the Dev's plan an zeroing the DM rifles differently, based on caliber.
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Old 08-15-2008, 02:28 AM   #5

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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

The guns are not zeroed to any range in project reality.

The bullets in project reality start to drop the second they are created meaning they are not zeroed. Now they may seem zeroed as the amount of drop is very very low Because....

Bullets in pr have no drag so they travel at a constant speed.
Bullets in pr are not effected by a realistic amount of gravity.

Meaing they have very very little drop.

So take the m14 for example.

The projectile travels at 840m/sec constant, It has a gravity modifier of 0.3. In bf2 the gravity is about 14.86m/sec, So with a gravity modifier of 0.3 that means the m14 bullet is effected by 4.458m/sec.

So at 600m the time of flight is 0.714sec, Effected by 4.458m/sec gravity that is 3.18m of drop. Now if you didnt want to read all that, Go into the weapons tweak file, Add 2 levels of zoom, 50x and 100x. Add a tracer to the projectile and go out on a map and shoot it, You will see that the projectile infact does start to drop.

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Old 08-15-2008, 02:48 AM   #6

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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

Quote:
Originally Posted by zangoo View Post
The guns are not zeroed to any range in project reality.

The bullets in project reality start to drop the second they are created meaning they are not zeroed. Now they may seem zeroed as the amount of drop is very very low Because....

Bullets in pr have no drag so they travel at a constant speed.
Bullets in pr are not effected by a realistic amount of gravity.

Meaing they have very very little drop.

So take the m14 for example.

The projectile travels at 840m/sec constant, It has a gravity modifier of 0.3. In bf2 the gravity is about 14.86m/sec, So with a gravity modifier of 0.3 that means the m14 bullet is effected by 4.458m/sec.

So at 600m the time of flight is 0.714sec, Effected by 4.458m/sec gravity that is 3.18m of drop. Now if you didnt want to read all that, Go into the weapons tweak file, Add 2 levels of zoom, 50x and 100x. Add a tracer to the projectile and go out on a map and shoot it, You will see that the projectile infact does start to drop.
so...the project reality manual is wrong?

AKA AlexanderK-47
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Old 08-15-2008, 03:23 AM   #7
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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

Quote:
Originally Posted by zangoo View Post
The guns are not zeroed to any range in project reality.

The bullets in project reality start to drop the second they are created meaning they are not zeroed. Now they may seem zeroed as the amount of drop is very very low Because....

Bullets in pr have no drag so they travel at a constant speed.
Bullets in pr are not effected by a realistic amount of gravity.

Meaing they have very very little drop.

So take the m14 for example.

The projectile travels at 840m/sec constant, It has a gravity modifier of 0.3. In bf2 the gravity is about 14.86m/sec, So with a gravity modifier of 0.3 that means the m14 bullet is effected by 4.458m/sec.

So at 600m the time of flight is 0.714sec, Effected by 4.458m/sec gravity that is 3.18m of drop. Now if you didnt want to read all that, Go into the weapons tweak file, Add 2 levels of zoom, 50x and 100x. Add a tracer to the projectile and go out on a map and shoot it, You will see that the projectile infact does start to drop.
But they are 'zeroed' to 600M. Youre making it too complicated. If the bullet lands damn near where its meant to at the range defined, its enoguh to be zeroed. This is the bf2 engine here. They are always dropping, but you only really need to adjust after 600M.

So yes, the manual is fine for all intents and purposes.

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Old 08-15-2008, 05:16 AM   #8

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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

Hmph the manual is actually wrong.

I personally do alot of sniping and marksmanning and I have to say that the Sniper is zeroed at 500m in PR and the Marksman is alot less (300m i believe). I know this 100% because otherwise my bullets would miss when I compensate at 540m with the sniper and when I raise the sights for the M14 after 300m to hit the 1 pixel of a head I can see poking over a corner.

But I dont feel like wasting my time proving it since most hardcore PR snipers will have noticed something similar after sniping for a while. Atleast if they use markers to know the distance they are sniping at.

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Old 08-15-2008, 05:34 AM   #9
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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

Quote:
Originally Posted by [R-CON]OkitaMakoto View Post
But they are 'zeroed' to 600M. Youre making it too complicated. If the bullet lands damn near where its meant to at the range defined, its enoguh to be zeroed. This is the bf2 engine here. They are always dropping, but you only really need to adjust after 600M.

So yes, the manual is fine for all intents and purposes.
The guide is misguided. It says that assault rifles are "zeroed" to 300m, DMR's are "zeroed" to 600m and sniper rifles are "zeroed" to 600m (Source: Weapons - Project Reality Wiki). There are currently two variables used, in PR, to change trajectory. Namely the gravity modifier and the velocity modifier (which changes the initial velocity). If you look at the gravity modifiers for each set of weapons you'll see that assault/battle/designated marksmen rifles have a gravity modifier of 0.3 across the board and sniper rifles have a gravity modifier of 0.1. Now you'd think that the DMR's would have a significantly larger muzzle velocity then their assault/battle rifle counterparts in order to overcome the drop. The thing is that they don't. Here is a list of the muzzle velocity values straight from the weapon .tweak files:

QBU-88: 970 m/s
M16A4: 925 m/s
AK-101: 925 m/s
L85A2: 915 m/s
L86 LSW: 915 m/s
QBZ-95: 915 m/s
SVD: 870 m/s
G3A3: 840 m/s
M14: 840 m/s
AK-47: 710 m/s

The manual also states that, "currently projectiles have a linear travel patch with a slight curve (due to gravity/deceleration)" (Source: Zero In - Project Reality Wiki). This ain't correct. The path is not linear (unless the gravity modifier is set to zero such as in the case of the .50 cal weapons). It is parabolic. You can use simple constant acceleration equations to predict the trajectory of projectiles.


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Old 08-15-2008, 05:42 AM   #10
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Re: Question: In .8 will th Marksmen Rifles be differentiated More?

*sigh* you guys just get too overly complicated for what we're talking about. I was talking with some DEVs on TS all night and actually asked about this to make sure before I posted. There's the math/coding answer[what you guys give] and the ingame simple answer youll need.

The rifles are 'zeroed' to whatever number. It isnt 100% true to that, but they were set so that basically up to and at that range you dont need to compensate. And after those ranges you slowly, but barely, must compensate.

Trajectory and whatever dont matter, zeroing the sight could have nothing to do with coding, probably just the scope texture being higher or lower, that I dont know so I cant comment on. Regardless, following those guides found in the wiki I have always hit right about where I think ill hit[often fooked deviation aside]

And back on actual topic, I dont think thatll get done. Id assume all the zero distances for weapons of each specific class will remain standard throughout the factions. [save for a few, like Insurgents, i think its already different[?]]

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