Proof of bullet drop in the game

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • GT4Fan

    #136
    Re: Proof of bullet drop in the game

    Just aim somewhere above the head on further targets, no big deal right?

    Comment

    • IVfluids

      #137
      Re: Proof of bullet drop in the game

      Originally posted by SK
      In an idealized world without air resistance (which BF2 is for what I know) the mass,density and shape of a falling object is irrelevant, all objects fall as defined by s=0.5 * G * t^2. As you can see only the gravitational constant G and the time t since release are variables here, the mass is irrelevant.
      I know it will still fall at the same rate, but if you put the same amount of force behind a 1lb lead weight and the same amount of force behind a bullet, the bullet will travel further from you than the brick will. They should hit the ground at the same time, but distances will be different, that was the reason I was asking

      Originally posted by Grafisk
      Now I will get sooooo flamed, so I won't check back here, hopefully. "Bulletdrop" is random, and doesn't always exist, if existing at all.

      DICE: "There's no bulletdrop in the game, the engine doesn't support it", until stated otherwise, I believe them (and my personal experience) more than you
      They have this up on a website or interview somewhere? Not that I don't believe you, I'd just like to read it.

      Kind of the reason I asked my questions the way I did about the mass thingy, I'd just like to know for sure so that when the rare occasion does come up that I am sniping, I can have an easier time of it by knowing the right answer.

      Comment

      • Grafisk

        #138
        Re: Proof of bullet drop in the game

        Originally posted by IVfluids
        They have this up on a website or interview somewhere? Not that I don't believe you, I'd just like to read it.
        That's the problem... It's in some interview that came in BF2's younger days (juni or july, perhaps even august). That's why I have a hard time finding it :S

        Comment

        • SK

          #139
          Re: Proof of bullet drop in the game

          Originally posted by IVfluids
          I know it will still fall at the same rate, but if you put the same amount of force behind a 1lb lead weight and the same amount of force behind a bullet, the bullet will travel further from you than the brick will. They should hit the ground at the same time, but distances will be different, that was the reason I was asking
          The velocity of rounds in BF2 isn´t defined by the force you exert on a bullet though, but directly. So in BF2 you basically say both your brick and your bullet have a velocity of 1000 (m/s), which makes asking for mass irrelevant

          @Grafisk:
          No matter what you think DICE said, bullet drop is real (ingame real, that is) and even you can test it easily with all the data I posted.

          Comment

          • Grafisk

            #140
            Re: Proof of bullet drop in the game

            Originally posted by SK
            The velocity of rounds in BF2 isn´t defined by the force you exert on a bullet though, but directly. So in BF2 you basically say both your brick and your bullet have a velocity of 1000 (m/s), which makes asking for mass irrelevant

            @Grafisk:
            No matter what you think DICE said, bullet drop is real (ingame real, that is) and even you can test it easily with all the data I posted.

            *sigh* Yes, and I can also test easily, and prove that there is no bulletdrop. I've encountered "bulletdrop" (patch 1.02), but I belive it's the poor accuracy. I don't compensate for bulletdrop these days because I still hit targets in the head when the accuracy allows me too.

            Comment

            • SK

              #141
              Re: Proof of bullet drop in the game

              Nope, you can't prove that there is no bullet drop (cause there is, that´s become pretty clear by now) , you just can prove that there are times where it doesn´t matter much (like generally shooting at ranges below 200-300 meters).

              Btw: A quote from a DICE interview of june, 14th 2005:
              valued-tom asked: Is it true there is a trajectory decay on bullets, and is there a maximum range the bullets can travel from the sniper rifle?
              [DICE]Sanosuke answers: Yes. Bullets do not just fly in a straight line in BF2.

              Comment

              • Cluster

                #142
                Re: Proof of bullet drop in the game

                So how do you do these tests? Surely trying this ingame would have your cd key banned???

                I wanna test tho..

                Comment

                • Tenshi

                  #143
                  Re: Proof of bullet drop in the game

                  Originally posted by SK
                  In an idealized world without air resistance (which BF2 is for what I know) the mass,density and shape of a falling object is irrelevant, all objects fall as defined by s=0.5 * G * t^2. As you can see only the gravitational constant G and the time t since release are variables here, the mass is irrelevant.

                  Is the shape of a plane irrelavent?

                  Comment

                  • SK

                    #144
                    Re: Proof of bullet drop in the game

                    I used the demo single player, so my CD key was pretty safe. If you use the retail version of BF2 it´s best to make backup copies of objects_server.zip before messing around with it.
                    To get a M24 showing you pure bullet drop using tracer rounds use the following instructions:
                    -Make a copy of your <Battlefield2 directory>\mods\bf2\objects_server.zip file
                    -extract \weapons\handheld\usrif_m24\usrif_m24.tweak from the objects_server.zip
                    -copy and paste the text quoted below into the file. Best is to search for "damage 95" and replace all lines up to including " ObjectTemplate.damage 95".
                    -copy the modified usrif_m24.tweak back into the objects_server.zip.
                    -start BF2 in single player mode (or a local server) and watch the bullet drop.




                    GeometryTemplate.setMaterialReflectionScale 0 0 0 0.4
                    GeometryTemplate.setMaterialReflectionScale 0 0 1 2
                    GeometryTemplate.setMaterialReflectionScale 1 0 0 0.25
                    GeometryTemplate.setMaterialReflectionScale 1 0 1 2
                    GeometryTemplate.setMaterialReflectionScale 1 1 0 1
                    GeometryTemplate.setMaterialReflectionScale 1 1 1 0.25
                    GeometryTemplate.compressVertexData 1
                    GeometryTemplate.maxTextureRepeat 16
                    ObjectTemplate.activeSafe GenericFireArm usrif_m24
                    ObjectTemplate.creator TDA-1:tda
                    ObjectTemplate.modifiedByUser nfe
                    ObjectTemplate.saveInSeparateFile 1
                    rem ---BeginComp:WeaponHud ---
                    ObjectTemplate.createComponent WeaponHud
                    ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USRIF_M24.tga
                    ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USRIF_M24_mini.tga
                    ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\USRIF_M24.tga
                    ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_m24"
                    ObjectTemplate.weaponHud.guiIndex 0
                    ObjectTemplate.weaponHud.altGuiIndex 52
                    rem ---EndComp ---
                    rem ---BeginComp:SingleFireComp ---
                    ObjectTemplate.createComponent SingleFireComp
                    ObjectTemplate.fire.addFireRate 0
                    ObjectTemplate.fire.fireInCameraDof 1
                    ObjectTemplate.fire.busyUntilButtonRelease 1
                    rem ---EndComp ---
                    rem ---BeginCompefaultAmmoComp ---
                    ObjectTemplate.createComponent DefaultAmmoComp
                    ObjectTemplate.ammo.magSize 5
                    ObjectTemplate.ammo.nrOfMags 7
                    ObjectTemplate.ammo.reloadTime 6
                    rem ---EndComp ---
                    rem ---BeginComp:SoldierBasedRecoilComp ---
                    ObjectTemplate.createComponent SoldierBasedRecoilComp
                    ObjectTemplate.recoil.hasRecoilForce 0
                    ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/5.2/4/0
                    ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1/1/0
                    ObjectTemplate.recoil.zoomModifier 0.25
                    ObjectTemplate.recoil.recoilGraphFrameCount 14
                    ObjectTemplate.recoil.recoilGraphExponent 7
                    ObjectTemplate.recoil.recoilGraphTotalMovement 0.1
                    rem ---EndComp ---
                    rem ---BeginComp:HelpHud ---
                    ObjectTemplate.createComponent HelpHud
                    ObjectTemplate.HelpHud.helpStringKey "HUD_HELP_WEAPON_HANDHELD_SNIPERRIFLE_CONTROLS_swi tchToScopeView"
                    ObjectTemplate.HelpHud.helpSoundKey "USRIF_M24"
                    rem ---EndComp ---
                    rem ---BeginComp:SoldierDeviationComp ---
                    ObjectTemplate.createComponent SoldierDeviationComp
                    ObjectTemplate.deviation.setFireDev 0.0 0 0.0
                    ObjectTemplate.deviation.minDev 0
                    ObjectTemplate.deviation.setTurnDev 0 0 0 0
                    ObjectTemplate.deviation.setSpeedDev 0 0.0 0.0 0
                    ObjectTemplate.deviation.setMiscDev 0.0 0.0 0.0
                    ObjectTemplate.deviation.devModStand 0
                    ObjectTemplate.deviation.devModCrouch 0.0
                    ObjectTemplate.deviation.devModLie 0.0
                    ObjectTemplate.deviation.devModZoom 0.00
                    rem ---EndComp ---
                    rem ---BeginCompefaultSoundComp ---
                    ObjectTemplate.createComponent DefaultSoundComp
                    rem ---EndComp ---
                    rem ---BeginCompefaultAnimationComp ---
                    ObjectTemplate.createComponent DefaultAnimationComp
                    ObjectTemplate.animation.useShiftAnimation 1
                    ObjectTemplate.animation.shiftDelay 1.8
                    rem ---EndComp ---
                    rem ---BeginCompefaultZoomComp ---
                    ObjectTemplate.createComponent DefaultZoomComp
                    ObjectTemplate.zoom.zoomDelay 0.125
                    ObjectTemplate.zoom.zoomLod 1
                    ObjectTemplate.zoom.addZoomFactor 0
                    ObjectTemplate.zoom.addZoomFactor 0.01
                    ObjectTemplate.zoom.changeFovDelay 0.08
                    ObjectTemplate.zoom.zoomOutAfterFire 1
                    ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
                    rem ---EndComp ---
                    ObjectTemplate.geometry usrif_m24
                    ObjectTemplate.setCollisionMesh usrif_m24
                    ObjectTemplate.mapMaterial 0 Collision_Material 68
                    ObjectTemplate.floaterMod 0
                    ObjectTemplate.hasMobilePhysics 0
                    ObjectTemplate.hasCollisionPhysics 1
                    ObjectTemplate.physicsType Mesh
                    ObjectTemplate.aiTemplate usrif_m24AI
                    rem -------------------------------------
                    ObjectTemplate.addTemplate S_usrif_m24_Fire1P
                    ObjectTemplate.setPosition 0/0.0251192/0.617667
                    ObjectTemplate.addTemplate S_usrif_m24_Fire1P_Outdoor
                    ObjectTemplate.setPosition 0/0.0259557/0.620327
                    ObjectTemplate.addTemplate S_usrif_m24_Fire3P
                    ObjectTemplate.setPosition 0/0.0248084/0.616961
                    ObjectTemplate.addTemplate S_usrif_m24_BoltClick
                    ObjectTemplate.setPosition 0/0.0228307/-0.165919
                    ObjectTemplate.addTemplate S_usrif_m24_TriggerClick
                    ObjectTemplate.setPosition 0/-0.0405023/-0.183669
                    ObjectTemplate.addTemplate S_usrif_m24_SwitchFireRate
                    ObjectTemplate.addTemplate S_usrif_m24_Reload1P
                    ObjectTemplate.addTemplate S_usrif_m24_Reload3P
                    ObjectTemplate.addTemplate S_usrif_m24_Deploy1P
                    ObjectTemplate.addTemplate S_usrif_m24_Deploy3P
                    ObjectTemplate.addTemplate S_usrif_m24_Zoom
                    ObjectTemplate.setPosition 0/0.0284011/-0.141757
                    ObjectTemplate.addTemplate e_muzz_sniper
                    ObjectTemplate.setPosition 0/0.0271032/0.612798
                    ObjectTemplate.addTemplate e_shellejection_rifle
                    ObjectTemplate.setPosition -0.00302492/0.0299253/-0.0828321
                    ObjectTemplate.setRotation -3.4436/3.75679/1.22417
                    rem -------------------------------------
                    ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USRIF_M24/AnimationSystem1p.inc
                    ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USRIF_M24/AnimationSystem3p.inc
                    ObjectTemplate.projectileTemplate usrif_m24_Projectile
                    ObjectTemplate.velocity 1000
                    ObjectTemplate.itemIndex 3
                    ObjectTemplate.delayToUse 1.6

                    ObjectTemplate.create GenericProjectile usrif_m24_Projectile
                    ObjectTemplate.modifiedByUser nfe
                    ObjectTemplate.createNotInGrid 1
                    ObjectTemplate.createdInEditor 1
                    rem ---BeginCompefaultCollisionComp ---
                    ObjectTemplate.createComponent DefaultCollisionComp
                    rem ---EndComp ---
                    rem ---BeginCompefaultDetonationComp ---
                    ObjectTemplate.createComponent DefaultDetonationComp
                    rem ---EndComp ---
                    rem ---BeginCompefaultProjSoundComp ---
                    ObjectTemplate.createComponent DefaultProjSoundComp
                    rem ---EndComp ---
                    rem ---BeginCompefaultRicochetComp ---
                    ObjectTemplate.createComponent DefaultRicochetComp
                    rem ---EndComp ---
                    rem ---BeginCompefaultPenetrateComp ---
                    ObjectTemplate.createComponent DefaultPenetrateComp
                    ObjectTemplate.penetrate.allowSolidPenetration 1
                    ObjectTemplate.penetrate.allowLiquidPenetration 1
                    rem ---EndComp ---
                    ObjectTemplate.floaterMod 0
                    ObjectTemplate.hasMobilePhysics 1
                    ObjectTemplate.hasCollisionPhysics 1
                    ObjectTemplate.physicsType Point
                    ObjectTemplate.collisionGroups 8
                    ObjectTemplate.material 38
                    rem -------------------------------------
                    ObjectTemplate.addTemplate S_usrif_m24_Projectile_Looping
                    rem -------------------------------------
                    ObjectTemplate.timeToLive CRD_NONE/1/0/0
                    ObjectTemplate.material 38
                    ObjectTemplate.tracerScaler 30
                    ObjectTemplate.maxTracerScaler 30
                    ObjectTemplate.minTracerScaler 1
                    ObjectTemplate.tracerSizeModifier 5
                    ObjectTemplate.tracerTemplate p_tracer_g
                    ObjectTemplate.tracerInterval 1
                    ObjectTemplate.hasOnTimeEffect 1
                    ObjectTemplate.minDamage 1
                    ObjectTemplate.damage 95
                    /edit: To get the text without smilies messing it up go to post #44 here:
                    http://www.forumplanet.com/planetbat...id=1762498&p=4

                    Comment

                    • SK

                      #145
                      Re: Proof of bullet drop in the game

                      Originally posted by Tenshi
                      Is the shape of a plane irrelavent?
                      In BF2? I´m pretty sure any real time aerodynamics modelling on the actual 3D models of BF2´s planes would be too computationally expensive. So my guess is that yes, the shape (e.g. the 3D model you see) of BF2´s planes is no factor in their flying characteristics.

                      Comment

                      • homegrown

                        #146
                        Re: Proof of bullet drop in the game

                        to the creator of this thread:

                        if you are so savvy with all this code,
                        why dont you simply show us the variable for bullet drop, and then the value for the sniper rifle and some other rifles to compare?

                        Now that would prove something solid. I don't know the code so i'm still doubtfull of what you say. how is it you know all these variables but cannot show the bulletdrop modifier?

                        Plz do so

                        Moreover: if you only modify the speed variable , you will NOT have disabled random deviation.

                        Please make more accurate post. Althought it was a fine post, it needs perfecting.

                        Comment

                        • Tk-421

                          #147
                          Re: Proof of bullet drop in the game

                          *sigh*

                          (dead horse)

                          There is no such thing as "bullet drop". There is, however something called GRAVITY. ANY OBJECT in BF2 that has physics enabled, will be affected by gravity.

                          Here's your variables.

                          ObjectTemplate.hasMobilePhysics 1
                          ObjectTemplate.hasCollisionPhysics 1
                          ObjectTemplate.physicsType Point

                          Comment

                          • Tk-421

                            #148
                            Re: Proof of bullet drop in the game

                            *sigh*

                            (dead horse)

                            There is no such thing as "bullet drop". There is, however something called GRAVITY. ANY OBJECT in BF2 that has physics enabled, will be affected by gravity.

                            Here's your variables.

                            ObjectTemplate.hasMobilePhysics 1
                            ObjectTemplate.hasCollisionPhysics 1
                            ObjectTemplate.physicsType Point

                            --EDIT--

                            Oh yeah, there's also a deviation of X that increases your bullet's "cone" of possible directions EVERY time you fire.

                            Comment

                            • Grafisk

                              #149
                              Re: Proof of bullet drop in the game

                              Originally posted by SK
                              Nope, you can't prove that there is no bullet drop (cause there is, that´s become pretty clear by now) , you just can prove that there are times where it doesn´t matter much (like generally shooting at ranges below 200-300 meters).

                              Btw: A quote from a DICE interview of june, 14th 2005:
                              It hasn't become very clear, if you didn't know, alot of people still don't believe in bulletdrop. Just 'cause some "bulletdrop lines" (or whatever) is implemented in the code it doesn't mean it's there in the real thing, right? I mean, the M82A1 isn't a part of BF2, yet, it's there.

                              I think that statement is older than the one I saw, so I'll be waiting for another, certain, statement (anyone knows if DICE is going to have a question-hour on IRC soon?). Until then, I hit targets at 300 m without adjusting my sight (with the M24 that is :P the others accuracy sucks so bad).

                              Comment

                              • SK

                                #150
                                Re: Proof of bullet drop in the game

                                Originally posted by homegrown
                                to the creator of this thread:

                                if you are so savvy with all this code,
                                why dont you simply show us the variable for bullet drop, and then the value for the sniper rifle and some other rifles to compare?
                                There is no variable for bullet drop, the bullets are objects spawned in the world with a certain direction and velocity. They get affected by gravity like everything else, this is the reason why you don´t have "the bullet drop variable".
                                All objects are subject to the same gravity (probably 10m/s^2), so bullet drop for all guns is the same (depending on their velocity setting, 1000 m/s for all guns except support guns who have 500 m/s).

                                What I changed compared to the normal sniper rifle file is:
                                ObjectTemplate.recoil.hasRecoilForce 0
                                No recoil forces.

                                ObjectTemplate.deviation.setFireDev 0.0 0 0.0
                                ObjectTemplate.deviation.minDev 0
                                ObjectTemplate.deviation.setTurnDev 0 0 0 0
                                ObjectTemplate.deviation.setSpeedDev 0 0.0 0.0 0
                                ObjectTemplate.deviation.setMiscDev 0.0 0.0 0.0
                                ObjectTemplate.deviation.devModStand 0
                                ObjectTemplate.deviation.devModCrouch 0.0
                                ObjectTemplate.deviation.devModLie 0.0
                                ObjectTemplate.deviation.devModZoom 0.00

                                No deviation whatsoever, the random factor is eliminated.

                                ObjectTemplate.zoom.addZoomFactor 0.01
                                Much better Zoom to better be able to observe the shot.

                                ObjectTemplate.tracerScaler 30
                                ObjectTemplate.maxTracerScaler 30
                                ObjectTemplate.minTracerScaler 1
                                ObjectTemplate.tracerSizeModifier 5
                                ObjectTemplate.tracerTemplate p_tracer_g
                                ObjectTemplate.tracerInterval 1

                                Added tracer, so the round itself can be observed.

                                In conclusion you have a sniper rifle with no random modifiers, just the clean flight path of the round, arcing due to gravity. As presented before it drops about 60 ingame cm over 350 ingame meters.

                                Comment

                                Working...