Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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.
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.
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.
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
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'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/
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.