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May 10 2016

zGuba added a comment to T66417: <300m Zero points are not correct with current bullet trajectory..

For your honesty I did some calculations about 6.5mm Grendel using avaiable sources online - ballistic tables.

Some maths regarding what you can observe in optics:

  • drop at 300 yards: 5.10 MOA compared to 100 yards zero
  • drop at 200 yards: 2.01 MOA compared to 100 yards zero

Representation in angle:
5.10 MOA is 0.085 degree - that's the difference between 100 and 300 yards.
2.01 MOA is 0.0335 degree - that's the difference between 100 and 200 yards.

Vertical Field of View of ARCO optics: 6.507 degrees
Let's say our screen resolution is 1680x1050. 1050 * (0.085/6.507) = ~ 14 px

Now please do following:

Place yourself as NATO marksman (with optics).
Fire 25 rounds out of your 30 round mag while in ARCO optics.
Then, use pause menu console and type setAccTime 0.1, execute.

Fire tracers.

What you observe is tracer flying 10+ pixels above center of reticle, at least on my screen it does so. Proven that, your claim about non-working ballistics isn't valid.

Best regards :)

May 10 2016, 2:40 AM · Arma 3
zGuba added a comment to T64971: AT Launchers. RPG-42: Too fast, No ballistic drop, Too long range, Guided. NLAW: Too slow.

NLAW/MBT LAW... let's see some RL data I've collected so far:

  • Its top speed is said to be 275 m/s. Russian ATGMs up to AT-5 were slower.
  • It self destructs after 5.6 seconds / 1000 meters.
  • It reaches 400 meters under 2 seconds.

Other physical properties are mystery.

May 10 2016, 1:43 AM · Arma 3
zGuba added a comment to T64511: realistic ballistic curves, projectile speeds and loosing energy until point of impact.

http://www.shootingtimes.com/wp-content/blogs.dir/11/files/6-5mm-grendel-the-round-the-military-ought-to-have/6-5mm-grendel_009.jpg

May 10 2016, 1:27 AM · Arma 3
zGuba added a comment to T64016: Bullet speed.

All is matter of scale :) Arma terrains are large and FoV settings are made so terrain features "feel" closer than they are.

May 10 2016, 1:10 AM · Arma 3
zGuba added a comment to T64016: Bullet speed.

The video is great but I'd rather see ballistics tables like this:

http://www.shootingtimes.com/wp-content/blogs.dir/11/files/6-5mm-grendel-the-round-the-military-ought-to-have/6-5mm-grendel_009.jpg

I did some more calcs. All are approximates of course, but shouldn't be worse than reality as I'm simply connecting the dots.

Time at 300 yards: ~ 0.4 seconds
Speed at 300 yards: ~ 433 m/s
Speed at 500 yards: ~ 295 m/s
Average speed: ~ 364 m/s

200 y = 182.88 m
182.88 m / 364 m/s = ~ 0.5 s (very roughly)

Added 0.4 TTF to 300 yards, it turns out that if your rifle features small muzzle velocity you should be satisfied with 0.9s time to flight to 500 yards. However if you shoot same round with longer barrel, it will reach target faster.

Remember weapon I refer to has a bit shorter barrel, the muzzle velocity is 883 m/s, not 1000 m/s!

May 10 2016, 1:10 AM · Arma 3
zGuba added a comment to T64016: Bullet speed.

Do you realize that 5.56x45 shot with MV of 2900 fps / 883 mps loses almost half of its velocity after 300 yards? Average speed on this distance is about 660 m/s then. It will take ~ 0.4 sec to hit target at this distance. So when firing at man sprinting 7 m/s sideways to you you'll need to put ~ 3 m correction ahead of him.

The video is kinda wrong, you should rather register when the hit occured, not when man visibly collapsed.

May 10 2016, 1:10 AM · Arma 3
zGuba added a comment to T62430: Manual ragdoll control via script commands..

We not only need ability to turn ragdoll on. We also need to be able to apply force to any bone of the ragdoll, to simulate bullet impacts realistically.

May 10 2016, 12:00 AM · Arma 3

May 9 2016

zGuba added a comment to T60361: real world missile travel time..

For more realistic missile speeds in A2 please try Arma 2 Beta patches with Community Config Project.

For A3... well, guess we'll see.

May 9 2016, 9:41 PM · Arma 3
zGuba added a comment to T60187: Vehicle steering with mouse indicator.

Actually driver knows where he intends to steer, and this is how OFP steering worked. Getting it back, at least optionally, would improve it a lot.

May 9 2016, 9:34 PM · Arma 3
zGuba added a comment to T59100: Delay in steering making driving much more difficult than it needs to..

@Scorpion, it's neither true, realistic nor natural.

http://www.youtube.com/watch?v=8Pp4PFGeDxk

May 9 2016, 6:39 PM · Arma 3
zGuba added a comment to T58810: [Feature request] Separate mouse sensitivity setting for vehicles.

My suggestion is mouse and joystick should allow immediate control over steering direction.

Please also try changes in vehicle steering done in Arma2 OA:

[89086] Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes.

May 9 2016, 4:02 PM · Arma 3