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View Poll Results: out of these options what do you feel is best?
All or Nothing 112 26.60%
No tracers at all 50 11.88%
keep the tracer bug 233 55.34%
no ballistics 26 6.18%
Voters: 421. You may not vote on this poll

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Old 08-04-2008, 01:30 PM   #91
zangoo

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Default Re: Ballistcs or Tracers?

Quote:
Originally Posted by isooth View Post
Simple question, over a, say 500 meter engagement (not at all strange on maps such as kashan, when firing at max accurate distance of your rifles is key) how much would the tracers deviate from the normal path? would it be a matter of a few cm on screen, or just a tad bit? The point of tracers is not to show the squad what part of the body they should hit on a solider, just the general direction, so if it isn't that much, I'm fine with it...

(the graph in the start is a bit fishy, maybe its me being tierd though... Will study it further... xD)
I dont have the graph but mosquill does, But if it is about 2m at 400m you could say about 4-5m at 500m. Also what do you mean by fishy?


Quote:
Originally Posted by Zandr View Post
Correct me if I'm wrong, but in real life tracer bullets should overrun fewer distance than common do.
Does it mean that BF2 devs have foreseen this effect?
Yea they would have had to think about adding this so it is a feature. Also you are correct the tracers have a slightly diffrent path then normal bullets but they are very very close to the normal bullets.


Quote:
Originally Posted by [R-CON]Mescaldrav View Post
I take it making a new emitter attached to a normal speed bullet isn't going to work then?

Just for the record, I voted for all or nothing. LMGs and vehicles all tracers, assault rifles and the rest no tracers. Be interesting to see it in action....
Well the issue isnt how to make a tracer but how to get a interval for them.


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Old 08-04-2008, 06:57 PM   #92
[R-DEV]Jaymz
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Default Re: Ballistcs or Tracers?

One of two things really needs to happen before we can incorporate this into PR...

1. A way to make tracers use your ballistics

or

2. A way to make intervals for new tracers


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Old 08-04-2008, 07:45 PM   #93
zangoo

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Default Re: Ballistcs or Tracers?

Quote:
Originally Posted by [R-DEV]Jaymz View Post
One of two things really needs to happen before we can incorporate this into PR...

1. A way to make tracers use your ballistics

or

2. A way to make intervals for new tracers

We have a way to make tracers use the ballistics but they dont have intervals.

So unless someone gets 2 firearms to shoot at the same time with the same input and from the same object, The ballistics wont be in pr.

Just a side note, Wouldnt it be more realistic to have ballistics with wrong tracer loads then having bullets that go 1km/sec Constant with realistic tracers?


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Old 08-04-2008, 08:33 PM   #94
SocketMan

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Default Re: Ballistcs or Tracers?

Can you do both?
Change at will (with the keypad)
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Old 08-05-2008, 01:08 AM   #95
Sabre_tooth_tigger

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Default Re: Ballistcs or Tracers?

Did we test the very small all tracers route yet, if not why not. Seems alot more practical to do a small test then presume anything in text. If a server is needed maybe someone can volunteer one for zangoo to try this out some more please


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Old 08-05-2008, 04:41 AM   #96
zangoo

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Default Re: Ballistcs or Tracers?

Me, Soalic and Crazyasian have created a range card for the m40a3, It uses the scope markings and has info for 200 - 1150m. We have tested this and it works very very well. We have made 2 versions for 4:3 monitors and widescreen monitors. This makes shooting snipers much more of a skill. If you would like to take part in these small tests please pm me and i will invite you.


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Last edited by zangoo; 08-05-2008 at 04:46 AM..
Old 08-05-2008, 05:53 AM   #97
[R-DEV]Jaymz
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Default Re: Ballistcs or Tracers?

If a compromise were to be made I'd say,

Set all sniper and marksmen rifles to use the new ballistics system. Don't incorporate "true" ballistics to LMG's, HMG's or regular rifles. Instead, come up with better settings for what we have now (gravmod etcetc) to make them more relevant to the hardcoded tracer rounds.


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Last edited by [R-DEV]Jaymz; 08-05-2008 at 06:01 AM..
Old 08-05-2008, 07:14 AM   #98
[R-DEV]Mosquill
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Default Re: Ballistcs or Tracers?

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Don't incorporate "true" ballistics to LMG's, HMG's or regular rifles. Instead, come up with better settings for what we have now (gravmod etcetc) to make them more relevant to the hardcoded tracer rounds.
But as long as there is noticeable drop, there is noticeable difference in drop between tracers and non-tracers. And implementing ballistics just for sniper rifles would be too unbalanced and stupid.
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Old 08-05-2008, 07:24 AM   #99
[R-DEV]Drav
PR Artwork Team
Supporting Member
Default Re: Ballistcs or Tracers?

Keep plugging away guys, I'm sure you'll get there....Have you looked into using an animated texture as an emitter to produce a tracer interval on normal speed bullets? So it only actually emits colour every so often...You might not get it to produce one in four, but it might help reduce the star wars effect enough for machine guns?
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Old 08-05-2008, 07:50 AM   #100
[R-CON]nedlands1
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Default Re: Ballistcs or Tracers?

Quote:
Originally Posted by zangoo View Post
Me, Soalic and Crazyasian have created a range card for the m40a3, It uses the scope markings and has info for 200 - 1150m. We have tested this and it works very very well. We have made 2 versions for 4:3 monitors and widescreen monitors. This makes shooting snipers much more of a skill. If you would like to take part in these small tests please pm me and i will invite you.
I'd strongly consider making a version for 5:4 monitors since most people probably use a 19"/17" LCD screen which is 1280x1024.


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