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Ein Übersetzungsproblem melden
As a software developer I believe it could be implemented if they liked to. It is not that hard but it needs some work.
It is possible but leads to massive server strain and bugged hit detection. The current system we have is the lesser evil.
http://www.playinsurgency.com/forums/topic/309-external-ballistics/
Long story short, it's not technically feasible for the devs at this stage.
I think the most constructive solution would be to prescribe MOA deviation which takes differences in sight radius, velocity, and drop into account.
Realistically even if you're firing carefully in semi-auto, a 9mm SMG or carbine will have ~3 ft of drop at 200 meters, with groups 10-12" wide. So in lieu of gravity or wind simulation, it'd be better for an INS SMG to have 16-24" random spread at 200m than no deviation at all. This might get you an 8-9" group at 100 yds instead of the 3-6" group a real MP5 would be capable of in ideal conditions, but it's a reasonable compromise.
Similar considerations apply to rifles. Average MOA for a service-issue AKM is 4-6" at 100 yards. Someone who owns a well-built AK at home, shoots it every weekend for years, babies it, and fires from a bench, might be able to hold 2" groups, but those aren't the conditions of insurgents in the game. Firing offhand from a standing position, using an old beatup surplus AKM from god knows where, a 6" spread at 100 meters is actually pretty good. That should still get you 12" at 200 yds and thus more than enough to hit an enemy standing out in the open - beyond that it's going to become more luck-based, which corresponds to a real AK.
Real AR's are capable of 1" groups at 100 yds from a bench at home, but from a service-issue rifle, shooting offhand in combat conditions, I'd suggest 2-3" groups are reasonable.
If we start with the above spread groups, we are at least halfway to reasonable, manageable amounts of deviation within the 100-200 yd max engagement distances in the game. Sure, it'd be nice to have 1-2" groups managed via bullet drop and leading, but in lieu of that, adding a bit of extra spread is better than having magic laser accuracy.
Bullet travel time is far more important and it would be easily noticable -- see my calculations. It would be also nice to have a little bit of randomnes like in real life.