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Old 03-09-2008, 09:32 PM   #81
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Quote:
Originally Posted by RCMoonPie View Post
Jonny this may sound weird and I hope the way I ask it gets my point across. I know what I am asking but just not sure how to word it.

Are you saying that you have to add "rise" to the trajectory in order to show the drop of the round?



CAPTION: Figure 2-44. Bullet drop of M855 ammunition with M16A2 (8/3).

Kind of. When zeroed to a fairly long range you are looking at the bullet falling on the target. In order to get the bullet to fall on the target it must rise beforehand(see diagram) .


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Old 03-10-2008, 05:40 AM   #82
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Quote:
Originally Posted by RCMoonPie View Post
Jonny this may sound weird and I hope the way I ask it gets my point across. I know what I am asking but just not sure how to word it.

Are you saying that you have to add "rise" to the trajectory in order to show the drop of the round?
yes, to move the zero point further away you must angle the barrel up a bit, which can be done by moving the rear sight on your M16 up a little.

Quote:
Originally Posted by SectorNine50 View Post
I can't help but sit here and wonder if increasing the view distance would increase the number of engagements against a helo with a shell... but just from further away...
would increase the number of misses and the number of pilots using the terrain to hide, too.

Ballistics + Zeroing
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Old 03-10-2008, 05:44 AM   #83

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That's true.

Would it be all bad to remove (or greatly increase the time of) the out-of-bounds punishment for (at least transport) helo's so that they can maneuver around the battlefield and stay away like IRL? I don't think it would cause too many problems gameplay wise because you have to land in-bounds or once the troops get out, they die...

Does that make sense to anyone else?

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Old 03-10-2008, 05:52 AM   #84
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I want it increased to 14400 seconds (max round time) and statics placed there, even if only a few simple trees for forest maps. Just so that planes could use it and it would be a better way of flanking.

Ballistics + Zeroing
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Old 03-10-2008, 07:34 AM   #85
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Quote:
Originally Posted by Jonny View Post
I want it increased to 14400 seconds (max round time) and statics placed there, even if only a few simple trees for forest maps. Just so that planes could use it and it would be a better way of flanking.
combatAreaManager.use=0 turns off the out-of-bounds timer completely.
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Old 03-10-2008, 07:53 AM   #86

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Quote:
Originally Posted by SectorNine50 View Post
Yes but in IRL that "target" which could be a helo, is constantly changing distance. That would mean that the second you lase the helo, the balistic computer is already wrong and the bullet will fall short or go over (depending on which direction the helo is flying.)
Which also is true in PR since when you press fire you can no longer affect the bullet/grenade. I.E. the second you've "lased" the target the info is wrong.


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"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
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Old 03-10-2008, 08:05 AM   #87

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Yeah, the SOFLAM makes no sense. That's just (project) reality.

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Old 03-10-2008, 03:14 PM   #88

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Quote:
Originally Posted by SectorNine50 View Post
I can't help but sit here and wonder if increasing the view distance would increase the number of engagements against a helo with a shell... but just from further away...

Tanks can zoom and helicopters cannot not really, especially now the tv missile is gone. Excluding any other information, higher view distance makes tanks more powerfull and helicopters more vulnerable to them

On kashan now with a manpad I lose lock while watching the plane fly away because its got 600m range. I cant think of a map where they can disappear into the mist while locked, jabal maybe?



That chart looks good, official figures? Zeroing the rifle to anything past 500m would seem pretty stupid going by that which helps explain why the m14 is popular for engaging at that distance and beyond
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Last edited by Sabre_tooth_tigger; 03-10-2008 at 03:22 PM.
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