Go Back   Project Reality Forums > Project Reality Mod Forums > PR Community Modding
PR Community Modding : Discussion on PR community mod projects.

Welcome to the Project Reality Forums! Join the Project Reality forums! Contact Us


Reply
 
LinkBack Thread Tools Display Modes
Old 03-09-2008, 06:19 PM   #21
Gameserver Moderator

Jonny's Avatar
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.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
Jonny is offline Reply With Quote
Old 03-09-2008, 08:41 PM   #22

Oldirti's Avatar
damn, this sounds rather interesting. How long will this project take aprx?

Oldirti is offline Reply With Quote
Old 03-10-2008, 12:46 AM   #23

zangoo's Avatar
hey jonny would it be possible to measure the bullet travel time down to one physics frame with the recorded demo files
zangoo is offline Reply With Quote
Old 03-10-2008, 06:32 AM   #24
Gameserver Moderator

Jonny's Avatar
@ 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.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
Jonny is offline Reply With Quote
Old 03-10-2008, 06:48 AM   #25
PR Coder Team

[R-DEV]Mosquill's Avatar
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.
[R-DEV]Mosquill is offline Reply With Quote
Sponsored Links
Old 03-10-2008, 12:06 PM   #26
PR Contributor

[R-CON]nedlands1's Avatar
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.


[R-CON]nedlands1 is offline Reply With Quote
Old 03-10-2008, 01:57 PM   #27
PR Coder Team

[R-DEV]Mosquill's Avatar
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.
[R-DEV]Mosquill is offline
Last edited by [R-DEV]Mosquill; 03-10-2008 at 02:36 PM..
Reply With Quote
Old 03-10-2008, 02:37 PM   #28
Gameserver Moderator

Jonny's Avatar
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.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
Jonny is offline
Last edited by Jonny; 03-10-2008 at 03:16 PM..
Reply With Quote
Old 03-10-2008, 03:26 PM   #29
Forum Moderator

[R-MOD]KP's Avatar
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.


KP still is the number one hottie, noobs.
-[R-PUB]bosco
I'd do KP. Wouldn't everyone?
-e-Gor
[R-MOD]KP is offline Reply With Quote
Old 03-10-2008, 03:35 PM   #30
PR Contributor

[R-CON]nedlands1's Avatar
Quote:
Originally Posted by Jonny View Post
if we zero the SVD so the top line is 100 then it becomes a CQB weapon, not a marksman weapon.
Sorry how do you figure that one out? There are 3 other chevrons underneath for longer ranges as well as an elevation knob. The M16A4 w/ ACOG is the same yet you can shoot things with it at 600 or even 800m.

Quote:
Originally Posted by Jonny View Post
The G3 must also be further than thoe, being a battle rifle instead of a field assault rifle.
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.


[R-CON]nedlands1 is offline Reply With Quote
Sponsored Links
Reply


Bookmarks

Tags
balistics or zeroing, boombastic ballistics, coding, confusing df, confusion pandomoneum, jonny going mad, rico being confusing, wip
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 08:20 AM.


Powered by: vBulletin. ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2008, Project Reality.