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| PR Community Modding : Discussion on PR community mod projects. |
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#11 |
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PR Contributor
![]() Join Date: Jul 2007
IsrealLocation: Israel
Posts: 1,191
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What do you mean by posting faction rifles, tweaks..models..workable ingame version?and what do you want with my mum?!:P
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#12 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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nvm, thought about it more and it wouldnt work.
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#13 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Just a list for now, I will keep an eye on the forums and ask for files when I think you need them zeroed so we get as many zeroed in-game as possible and quickly.
If you really, really want them zeroed now then we will need the latest build of your faction's rifles and some info on: Mass of round Muzzle velocity main use (pistol/carbine/field assault rifle/battle rifle/DMR/Sniper rifle) The other part of my post is because it was my turn to make an immature comment @ Zangoo: might be, try it. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#14 |
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PR Contributor
![]() Join Date: Jul 2007
IsrealLocation: Israel
Posts: 1,191
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Well heres the list
Assault Rifles: CTAR [reflex]: MV 860, 5.56 TAR [reflex + scoped]: MV 890, 5.56 M16A1 Mekotzrar["zeroed" at 50m, extremely shitty accuracy and insane deviation - 6cm at 50m] - MV 838, 5.56 Micro Galil, [ironsight]: MV 710, 5.56 Designated MArksman: SR99 Galil: MV 800, 7.62 X 51 NATO SNIPER: m24 - same as US one.. LMG: Negev Commando: MV 850, 5.56 |
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#15 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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well it would need the gun have a barrel and that would counter what i was trying to do. also jonny have you calculated the damage a bullet should do at a set disatnce yet?
i suggest using this http://www.biggameinfo.com/BalCalc.aspx to find the energy at set distances, this would reall make the bullets real. |
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#16 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Mosin Nagant at 600m? That doesn't seem right. Also, I think DMRs should have less zeroing then sniper rifles.
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#17 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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same here, i think a sniper should be zeroed to 700m and the marksman 500m.
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#18 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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mksmn rifles changed to 500, Dragunov now needs 0.301 derees.
Think the sniper should be 600, though, due to view distances in PR. Need to account for the smaller maps. @ zangoo: already have a better model than energy. Damage should be related to energy and momentum, and I have made it so that it scales relative to the L85 and G3. DEVs just need to listen. |
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#19 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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I think I'll better wait until we are absolutely sure with the zeroing distances.
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#20 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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ok so how does energy and momentum conpare to just energy? also that calculator also tells you momentum.
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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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