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Any real life gun that has well over 10cm of bullet drop (or wind deviation) at 30m would either be sent for serious repair or most likely to be melted down.
It's too irritating and frustrating trying to figure out what was actually inside the heads of the coders that wrote the subroutines governing ballistic mechanics, especially considering that, in all likelihood, most of them have ZERO training and experience in small arms proficiency.
And a high expectation isn't even needed. The formulas for ballistics are quite simple and any 2nd year college student in sciences knows them. If not, I recommend buying a copy of the Feynman Lectures on Physics (hopefully I remembered the title correctly, and I believe Mechanics are covered in volume 1).
Perhaps Rebellion set a much higher gravity and wind impact than reality to compensate for the maps being so small. Of course, having cross wind indoors or in a street between buildings is ridiculous and just plain lazy.
I seriously hope they do better in their next game. It is not even close to hard to do.
lol
Memory still good after all these years :)
Back at the turn of the century, Bohemia Interactive released Operation Flashpoint: Cold War Crisis. As development continued, BI became threatened by looming bankruptcy, but they were saved by the US Marines, who were attracted by their then-ubiquitous and code-heavy demos. One thing led to another, and the end result was a USMC combat simulator.
It's not "easy" making a decent simulator complex enough and cheap enough to garner lucrative profits from a significant share of the gaming market. Make a game accurate and realistic enough, and you've priced yourself out of making the bucks. You haven't made a game, you've made a simulator, one that only military services and PMCs might be interested in.
Sometimes I think that only people with actual military training and experience AND a strong background in application development and publication can adequately comprehend the challenges presented by such a proposed task.
What I am saying is that the formulas are very simple.
Any college student that has taken the 1st calculus based physics course understands those formulas.
It is very easy to calculate bullet drop based on muzzle velocity and gravity. The impact of wind of a certain velocity and of a certain density is only slightly more complex but still quite easy to program, even easier as you can make some simplifications.
Avoiding applying wind indoors or cross winds between buildings is a simple thing too.
Frankly the only "hard" that I can think of is of the kind I saw in a recent random survey to find out how many young people knew how to use a can opener... and over 50% percent failed. That is not a matter of being hard, it is a matter of simple ignorance and easily overcone.
That is why I can only assume that the unrealistic physics come from other priorities, I simply cannot imagine Rebellion not being able to hire someone with the know-how.
Also, there's the issue of the "bullet trace lines." In real-life, they don't do that. Perhaps in a loadout for a machine gun every 5th bullet may be a tracer, but not for a sniper's rifle. Tracers show the enemy where you're at too (particularly when not full daylight). So the trace lines that SOMETIMES show (don't understand the logic there) are unrealistic, however I am glad they are there, I don't EVER use aim assist.