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| PR Community Modding : Discussion on PR community mod projects. |
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#101 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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ok that makes more sence. what should the max range of the bullet be, i am thinking that a life time of 3.5sec should be good, it would allow the bullet to travel 1371m and with a max view distance of 1000m that would be more then enough. also does anyone else know of diffrent external ballistics calculators that can show a range past 1500 yards and are free?
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Last edited by zangoo; 03-14-2008 at 08:48 PM..
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#102 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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did more tests
here is what i was using test one -------- mass=0.004 drag=0.07 range=1371m flight time=3sec test two -------- mass=0.004 drag=0.08156 range=1371m flight time=7.3sec i am trying to get a flight time of 3.6sec. has anyone found any infomation on what the drag value means? |
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#103 | |
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PR Contributor
![]() Join Date: Apr 2007
Location: Poland
Posts: 68
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Quote:
normal beryl (04) will have 3 versions with scope, grenade luncher (GPBO or Pallad... we're thinking about both because 2nd in now used but 1st is newest and probably will be used in near future) and simple iron sight/ Beryl commando (06) will be used with eotech and mini beryl (05) will use eotech or iron sight... maybe both... I will give you their specification soon (my friend have to check it from "users instruction" from his beryl 04) all of the versions are assault rifles but commando and mini are shorter (mini look almost like AKSU) EDIT: Some more Info: All versions of beryl: Ammo (caliber/type): 5,56 x 45 mm/ SS109 and M193 (5,56 x 45 mm NATO) Rate of Fire: 700 rounds/min Normal Beryl (04) Vo:920 m/s Eo:1693 J Range: 600 m Mini Beryl (05): Vo: 770 m/s Eo: 1186 J Range: 400 m Beryl Commando (06) No info... Here you have photo with all 3 of them: from top: Mini Beryl Beryl Commando Normal Beryl http://www.militech.sownet.pl/plxxi/_plxxi_62.jpg I still have to find signs height... | |
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Last edited by [R-CON]Wyspa; 03-15-2008 at 10:35 AM..
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#104 | |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Quote:
k will be the product of the drag modifier, if you are actually managing to change it, and 0.064, the constant in the engine. Try using a value of k = 0.00244 or a value for the modifier in the tweak files of 0.0375 | |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#105 |
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Banned
![]() Join Date: Nov 2005
AfghanistanPosts: 212
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As for the Dutch Forces mod;
Marksman; H&K 417 (500) Sniper; AWM (600) (Placeholder = L115A10 Standard Rifle; C7A1 (50 - 300) (ELCAN / Ironsight) Auto Rifleman; FN Minimi (250) Special Forces; P90 (50) Standard Pistol; Glock 17 (25) Grenadier; C7A1 + AG36 Underbarrel GL. Hope that will help you more. |
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#106 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Jonny, have you tested the new 300m svd? It looks like you've made a mistake in your calculations. It's zeroed exactly at 300m only when m=0.0242(not 0.242). But I got a feeling that it may be just me again.
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#107 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Works OK for me, I really need an acurate value of k from zangoo though, it will be so much better after that.
EDIT: I could still use a whole lot of BCs from you, too. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#108 | |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Quote:
(h - sights height) L86 - M855(5.56x45 NATO), BC:0.304, V=970m/s, m=4g, h=8cm M14 - M118(7.62x51 NATO), BC:0.468, v=865m/s, m=11.2, h=5.1 or M118LR, BC:0.49, v=874m/s, m=11.3 M24 - M118, BC:0.468, v=853m/s, m=11.2, h=4.2 or M118LR, BC:0.49, v=862m/s, m=11.3 M40A3 - M118, BC:0.468, v=777m/s, m=11.2, h=5.7 or M118LR, BC:0.49, v=786m/s, m=11.3 M118LR is the new bullet with better ballistic performance then M118, US is currently in transition to that bullet, but they still use M118(afaik). So I'm not sure wich bullets PR should use. QBU-88 - ???(5.8x42), BC:0.309(BC calculator), v=895m/s, m=4.1g, h=8.3 QBZ-95 - ???(5.8x42), BC:0.309(BC calculator), v=930m/s, m=4.1g, h(optics)=13.3, h(irons)=9.6 SV-98 uses some kind of a new russian 7N14(7.62x54R) bullet, russians are the only ones who use it, they don't export it anywhere. And I couldn't find any data on that bullet (not even mass). I guess russians just don't want to share info on their new design. I don't know how the hell PLA and MEC got SV-98, but since they did, I guess they would use it with an old 7N1 SVD bullet. SV-98(non-russian)(7N1) - BC:0.43, v=830m/s, m=9.8g, h=??? btw, I still can't make that SVD work. | |
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#109 |
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PR Lead Forum Moderator
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Okay, I'm out tonight but I'll try and spend time tomorrow and monday coming up with a really basic to use as a shooting range.
And I mean basic - it'll be flat and boring mostly! M. |
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The most popular PR server in the UK - [T&T] Tactics and Teamwork - NOW running a second server - Server 1: Mixed Mode / Server: 2 INS Only! ![]() ![]() ![]() ![]() |
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#110 | |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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Quote:
ok so how do i use k to find what i need to set the drag to? also if i were to set the drag to 0.0375 the bullet would go way faster then it should the value should be around 0.07-0.076. also do we only need to calculate the drag for each bullet and not each gun or does the velocity effect drag so the speed would be off? edit:did some more test and made the demo play at 1%, it took the bullet 353sec to travel 1371m, so a ingame travel time of about 3.53sec +/- about 0.02sec for pressing the button and what not. the specs were bullet weight:0.004 drag:0.076 muzzle speed:940m/sec gravity:0.00 | |
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Last edited by zangoo; 03-15-2008 at 05:48 PM..
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| balistics or zeroing, boombastic ballistics, coding, confusing df, confusion pandomoneum, jonny going mad, rico being confusing, wip |
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