Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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Does this game emulate bullet physics or is it straight hit scan?
do bullets at longer distances take more time to hit their target or not? and do projectiles dissapear after death? because i've yet to trade with someone that wasnt using a flamethrower, which leades me to believe projectiles dissapear after death. So if someone shoots a round at a 400m range with a .1 second delay before another play shoots the sniper.... Does the bullet the sniper shot impact?

the fact i haven't traded with one person even though im trying to shoot my shotgun at exactly the same time leads me to believe the games using a hitscan setup. which is completely counter intuitive when creating a realistic game.
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Showing 1-15 of 26 comments
Adinbei Jun 12, 2017 @ 2:45am 
There are bullet physics, for sure, nothing is hitscan as far as I know.
BukkakeRanger Jun 12, 2017 @ 2:46am 
Originally posted by |Kila| TapsnTraps:
There are bullet physics, for sure, nothing is hitscan as far as I know.

then why do my bullets impact with the same flight time no matter the distance i shoot?
i'd expect a 3 second flight time on a 1000m shot but i hit a 500m shot with zero lead on a moving target today. (testing game physics with a buddy)

infact someone has a whats your longest kill post with a 1050m shot, i wonder if he shot then 4 seconds later the bullet hit.
Last edited by BukkakeRanger; Jun 12, 2017 @ 2:51am
Agnus Jun 12, 2017 @ 3:17am 
Originally posted by BukkakeRanger:
Originally posted by |Kila| TapsnTraps:
There are bullet physics, for sure, nothing is hitscan as far as I know.

then why do my bullets impact with the same flight time no matter the distance i shoot?
i'd expect a 3 second flight time on a 1000m shot but i hit a 500m shot with zero lead on a moving target today. (testing game physics with a buddy)

infact someone has a whats your longest kill post with a 1050m shot, i wonder if he shot then 4 seconds later the bullet hit.

There are different muzzle speeds, for example the M14's 7.62 is capable to do 1100 m/s, whike the 7.62 of the AK is nearly 700 m/s (with the ak I'm not sure).

Also you have to consider gravity because each bullet falls at 9.81 m/s^2.

For last but not least there is the drag with air, I don't know if this game consider it, but war thunder does and what I've learnt is that you lose 30% of speed at 400m and 80% at 800m but is depends a lot by the weapons and bullets' shapes
Agnus Jun 12, 2017 @ 3:20am 
So it means that if you shoot at 500-700m with an xm21 you will need 1 second and to aim 9 metres above
=(e)= Lemonater47 Jun 12, 2017 @ 3:56am 
The game is clientside. The unreal 3 engine when it comes to multiplayer shooters is by default serverside. Due to unreal tournement being serverside. So he's developers of other games have to create their own version of clientside hit detection. So your bullets are tied to your character. When your character dies your bullets die.

The game is hitscan at extremely close ranges. Simply because it doesn't need to simulate ballistics point blank. So to save in performance it will be hitscan close range. Anything further than that then it's calculating actual ballistics.
Gunfreak Jun 12, 2017 @ 3:59am 
Originally posted by Agnus_ITA:
So it means that if you shoot at 500-700m with an xm21 you will need 1 second and to aim 9 metres above

No because the rifles shoot in a very weak parabolic line. In essence when you diel the sight for 700 meters the parabolic flight becomes slightly higher.
But the travel time for a 7.62 Nato to 700 meters is a second give or take.
BukkakeRanger Jun 12, 2017 @ 4:45am 
this all seems legit but im sitting here in the firing range and not noticing a difference in flight time between closest and farthest target. Might be too insifnificant to notice within 500m, but there is no delay in flight time as i currently shoot.

chances are at the very least it's delayed hitscan since maps are tiny as all hell. Gonna need an overlay to check bullet physics like cs:go and arma before i can really see trajectories, to know whats going on.
Last edited by BukkakeRanger; Jun 12, 2017 @ 4:55am
=(e)= Lemonater47 Jun 12, 2017 @ 5:51am 
Originally posted by BukkakeRanger:
this all seems legit but im sitting here in the firing range and not noticing a difference in flight time between closest and farthest target. Might be too insifnificant to notice within 500m, but there is no delay in flight time as i currently shoot.

chances are at the very least it's delayed hitscan since maps are tiny as all hell. Gonna need an overlay to check bullet physics like cs:go and arma before i can really see trajectories, to know whats going on.

Well the furthest target out is only about 250m away for starters lol.

Also the visual effect for bullet impacts on the terrain and buildings (anything that isnt a player) is handled serverside. So when you are playing offline it may appear to be instant. Hitting before the bullet actually gets there.
petiatil Jun 12, 2017 @ 6:11am 
I think there's a set of 300m targets if you go up the watch tower (the one with the command radio) and look out over the rice paddies east.
davidrangelv Jun 12, 2017 @ 8:48am 
I've been playing as sniper everytime i can and i really think that there is no "real ballistics" in this game IMO!!! There is a thing we have to consider, there is not map with a long range shoot, everything is below 300 m. that is why there is the sensation of not having "real ballistics"
Azrael Jun 12, 2017 @ 9:07am 
There is bullet drop, bullet travel time and you can kill multiple targets with one bullet.
BukkakeRanger Jun 12, 2017 @ 4:33pm 
Originally posted by davidrangelv:
I've been playing as sniper everytime i can and i really think that there is no "real ballistics" in this game IMO!!! There is a thing we have to consider, there is not map with a long range shoot, everything is below 300 m. that is why there is the sensation of not having "real ballistics"

This is the conclusion i've come to, being used to engaging in Arma at ranges over 600m i guess i just expected to see more bullet drop, and drift. Considering that almost evey fight is within 200m and standard battle sights are set to 300m, there really isn't much point to dialing in my weapon off the default.

The draw distance seems to really make it impossible to take a planned shot thats over 300m
Originally posted by =(e)= Lemonater47:
The game is clientside. The unreal 3 engine when it comes to multiplayer shooters is by default serverside. Due to unreal tournement being serverside. So he's developers of other games have to create their own version of clientside hit detection. So your bullets are tied to your character. When your character dies your bullets die.

The game is hitscan at extremely close ranges. Simply because it doesn't need to simulate ballistics point blank. So to save in performance it will be hitscan close range. Anything further than that then it's calculating actual ballistics.

sounds like bs to me, i've had the occasional instance where i and another person will kill eachother if we shoot at roughly the same time. i think you're just rationalizing a theory you have with fancy words. Also, i don't think the program would allow for bullets to simply "die" based on some real world justification
Originally posted by davidrangelv:
I've been playing as sniper everytime i can and i really think that there is no "real ballistics" in this game IMO!!! There is a thing we have to consider, there is not map with a long range shoot, everything is below 300 m. that is why there is the sensation of not having "real ballistics"

it's just the maps, and the way they are build, but if you test it out on the range, you will see that there is bullet drop as there was in RO 2, you just rearely need it. it's in the game in case player created maps are ever introduced and also so you can adjust your sights/
BukkakeRanger Jun 12, 2017 @ 5:04pm 



Originally posted by RedPun:
Originally posted by =(e)= Lemonater47:
The game is clientside. The unreal 3 engine when it comes to multiplayer shooters is by default serverside. Due to unreal tournement being serverside. So he's developers of other games have to create their own version of clientside hit detection. So your bullets are tied to your character. When your character dies your bullets die.

The game is hitscan at extremely close ranges. Simply because it doesn't need to simulate ballistics point blank. So to save in performance it will be hitscan close range. Anything further than that then it's calculating actual ballistics.

sounds like bs to me, i've had the occasional instance where i and another person will kill eachother if we shoot at roughly the same time. i think you're just rationalizing a theory you have with fancy words. Also, i don't think the program would allow for bullets to simply "die" based on some real world justification

It sounds reasonable, now if he's right or wrong i couldn't tell you. I don't know anything about the engine. Based on my experiances it sounds correct. 80 hours in and i have yet to trade with someone pointblank or otherwise unless they were using a flamethrower.
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Date Posted: Jun 12, 2017 @ 2:44am
Posts: 26