Re: Battlefield 2 Small Arms: In Game versus Reality
The M-16 (military version) is different from the AR-15 (civilian version) in many ways. One of the difference is the inclusion of a flash hider on the M-16 (flash hiders are banned by the ATF on civilian weapons in most states). Many military weapons have flash hiders.
Muzzle flash is dependant of the caliber and also the weapon. Additionally, some brands of ammo produce more flash than others because of their chemical composition.
Smaller weapons also have larger "perceived" recoils (recoil is a very subjective matter) because of their shorter barrels and light weight. Longer guns are able to distribute recoil along a bigger mass and also offer the shooter better control.
Recoil is experienced in different ways, there is the back kick when you fire the gun and also the muzzle climb when firing an automatic weapon (which I had the fortunate bliss of doing). The point is that each gun has a particular feel for the recoil and that can only be picked up by doing reasearch about the guns and firing them (which Dice never did).
Most developers would actually go to boot camp just to get a feel of military life and to experience how it feels to march with a 60 pound rucksack. Dice however, did not.
The gun system should have a standard program in which the developer only adds data to it such as caliber, rate of fire, lenght, and then the program should automatically calculate the gun's game behavior in a realistic manner based upon that data.
A10's, Cobras and Apaches use depleted uranium rounds on their Gatling. Since uranium is denser than steel, these rounds would penetrate armor without much of a hassle.
Finally, I have never got shot, yet I know that if you get shot you will never fly through the air when struck by a bullet. No matter the caliber!
The M-16 (military version) is different from the AR-15 (civilian version) in many ways. One of the difference is the inclusion of a flash hider on the M-16 (flash hiders are banned by the ATF on civilian weapons in most states). Many military weapons have flash hiders.
Muzzle flash is dependant of the caliber and also the weapon. Additionally, some brands of ammo produce more flash than others because of their chemical composition.
Smaller weapons also have larger "perceived" recoils (recoil is a very subjective matter) because of their shorter barrels and light weight. Longer guns are able to distribute recoil along a bigger mass and also offer the shooter better control.
Recoil is experienced in different ways, there is the back kick when you fire the gun and also the muzzle climb when firing an automatic weapon (which I had the fortunate bliss of doing). The point is that each gun has a particular feel for the recoil and that can only be picked up by doing reasearch about the guns and firing them (which Dice never did).
Most developers would actually go to boot camp just to get a feel of military life and to experience how it feels to march with a 60 pound rucksack. Dice however, did not.
The gun system should have a standard program in which the developer only adds data to it such as caliber, rate of fire, lenght, and then the program should automatically calculate the gun's game behavior in a realistic manner based upon that data.
A10's, Cobras and Apaches use depleted uranium rounds on their Gatling. Since uranium is denser than steel, these rounds would penetrate armor without much of a hassle.
Finally, I have never got shot, yet I know that if you get shot you will never fly through the air when struck by a bullet. No matter the caliber!
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