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| PR Community Modding : Discussion on PR community mod projects. |
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#21 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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the prduct of energy and momentum has been shown to be directly proportional to the mass of game animal it is suitable for, so it can probably be assumed that it is also proportional to its effectiveness against one size of target, in this case humans.
Back on topic: I need to know if the value of k is changing too, it was different last release and I want to know why and if it will happen again. DEVS: To measure k: set drag to 1, set gravity to 0, set a low velocity to a round, set a very long life time for the round, set tracers to go out with every round. start a server, make a squad, set a move marker and stand on it, aim horizontally over a flat plain/road, fireso the round will be followable (so you can run after it without it hitting a wall). Measure the distance it travels before coming to a stop in the air, from the back of the tracer not the front (this will take a LONG time, you will be surprised). find the values of the mass of the round you fired and its muzzle velocity from the tweak file. Multiply mass by velocity, divide by the distance it traveled, post the value in this thread. It wil be more reliable if you measure it a few times. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#22 |
![]() Join Date: Aug 2007
Posts: 288
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damn, this sounds rather interesting. How long will this project take aprx?
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#23 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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hey jonny would it be possible to measure the bullet travel time down to one physics frame with the recorded demo files
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#24 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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@ Oldirti:
about 5-30 minutes per gun for animations I think, the values can be calculated in about 0.2 seconds each and it will take ~ an hour to get the files done. All we need is the value of k for the next release and the distances between the scopes and barrels of all the guns or I will assume 7.5 cm. Just need to decide the final zero ranges. @ Zangoo: Ive never seen/used the files, so I wouldnt know. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#25 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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I think it's more like 5-60+ minutes, because some guns don't have their own animations, so it won't be as simple as replacing animation files.
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#26 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Having a look at your zeroed ranges, it seems that the distances are around or beyond each weapon's maximum effective range a lot of the time. Just because you can zero a weapon to it's effective range doesn't mean you do. I guarantee the average soldier with iron sights would zero his weapon at 25m, 50m or 100m. If the sights are further adjustable (eg G3A3 drum sights) I'd still wager a average soldier would keep them on the default close range setting and not bother to "dial-in" the range when under fire.
The pistols listed probably shouldn't have a zero range of 50m. They are intended as a close range backup weapons or suppressed sidearms. The effective range of a pistol is approximately < 50m (according to Beretta with regards to their M9 pistol) and I daresay far less with a suppressor along with subsonic ammo. Also, the fixed sights on these pistols tends to be zeroed to 25m. There's a similar argument for having a close zero range for the SMG's. They too are used at a very close range and as a fall-back weapon. The MP5 is zeroed to 25m and due to the characteristics of a typical 9mm round is approximately zeroed to 100m as well (ie the bullet flies up to the 25m zero, keeps on going up and on it's downwards path hits a zero point at about 100m). The only way to change the zero of an MP5 is to purchase a special took from H&K. Shouldn't the weapons using sights which have integrated bullet drop compensator's be zeroed to the range which the manufacturer intended? An example is the ACOG which has the top chevron zeroed to 100m. The SVD's PSO-1 scope and possibly the 4x telescopic sight on the QBZ-95 are other weapons, off the top of my head, with such systems. |
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#27 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Here's a bullet path at different zeroing ranges:
![]() So, I think 500m is too much. edit: Jonny, is angle for 400m = 0.239° ? I want to chek if those calculations are correct. |
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Last edited by [R-DEV]Mosquill; 03-10-2008 at 02:36 PM..
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#28 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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if we zero the SVD so the top line is 100 then it becomes a CQB weapon, not a marksman weapon.
The AK47 is (i think) zeroed to 250 from the factory, so the more precise rifles cant justifiably be less than or equal to that, especially the scoped ones. The G3 must also be further than thoe, being a battle rifle instead of a field assault rifle. Changed the pistols to 25m though, and moved support to 250. EDIT: How long does it take to change the angle on an existing animation, Mosquill? It might be good if you made them all and then just changed the angle once we decide the final ranges to zero to. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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Last edited by Jonny; 03-10-2008 at 03:16 PM..
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#29 |
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Forum Moderator
![]() Join Date: Nov 2006
Location: Kristiansand, Norway
Posts: 6,527
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Yeah, I'd suggest zeroing the sniper rifles to 700 or thereabouts. Remember that PR is moving towards larger maps, and with <600 metres' view distance, it won't matter anyway.
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![]() KP still is the number one hottie, noobs. -[R-PUB]bosco I'd do KP. Wouldn't everyone? -e-Gor ![]()
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#30 | |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Quote:
Yeah true, the drum sights can be switched between a 100m, 200m, 300m and 400m zero. Like the MP5, you need a special tool to change to anything but these settings. Also, the Hensoldt scope used on the G3A3 can be dialed in to 100m through to 600m in 100m increments. | |
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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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