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Damn. I need to remove my RO:OST chip then
lol same here :D
Here's how weapon's work in Hell Let Loose:
Ballistics Models:
There are a couple of ways to model ballistics in a game that have varying effects - both on the feel and the actual net code performance of the game.
Hitscan:
Hitscan is often the pejorative reference to what is an unmodified hitscan system. In it's simplest form hitscan instantly fires a line out for the muzzle of your gun and records whether or not it "hit" anything in its path. This is the most basic implementation of the system and also the cheapest when it comes to net-code - as very few calculations are run and the effect is instant. To be adamant, Hell Let Loose does not use an unmodified hitscan system.
To make hitscan more complex, we can apply multiple factors that will influence the travel of the line trace:
bullet drop
muzzle velocity
deviation
Together, these aspects make up the "ballistics model" of a game. All of these can be added (or modified within) to the system to essentially - give realistic drop over time to the round, give realistic travel time to target, deviate according to the random changes in air pressure or weapon handling. Currently, Hell Let Loose has realistic drop over time and selectively applied handling of travel time to target. We do not deviate the round, as we feel that it will lead to players being frustrated that they can't land their shots despite having their sight on the target. We tested deviation and found that the experience felt largely like a bug. The guys behind Insurgency: Sandstorm did a great video on linetrace ballistics models that you can watch here if you're interested.
One of our first things we're going to do after release will be looking into increasing the travel time to target. The calculations we're currently using are too near "actual bullet travel speed" and don't take air pressure into as much account as they should (which slows the bullet down and lead to a more noticeable lead time on tracking a target). We haven't adjusted these yet, as we perceived these to be a large risk to our established net-code performance (anyone remember flying tanks?) - the longer a round stays in the air for while running calculations, the heavier the load we're sending across the network. It was important for the stability of our EA release that we tackle this with a large amount of time to properly QA the effects of it.
I want to assure everyone that we are currently working on increasing the bullet travel time to target so that the effects will be much more noticeable in game. This will mean you'll need to lead targets greater distances. Of course, with a game where 96% of all players are using iron-sights, the effect won't be as dramatically noticeable as it is with the sniper rifles but we feel that it will lead to a better overall weapon experience. The good news is - this is the single difference you’re feeling between HLL and a game like Red Orchestra 2 (or any other game).
I'm also pleased to let you know that material penetration is on the roadmap (quite early on!).
To be clear, use of a modified hitscan/linetrace system is the standard application across every game, as physically spawning 1200 rounds a minute for an MG42 using the projectile method below would immediately make the game incredibly difficult to run both in terms of both graphic performance and network.
Projectile:
Projectile systems spawn a physical world projectile (one of the bazooka or tank rounds you see in game) and calculate the real world physics of the object through the air. This allows us to calculate the angle of attack and bounce of a round off the armor surfaces within the game in a way that we hope you've found satisfying. This system has enormous benefits when applied to large, obvious uses of physics. Bazookas, throwing grenades, tank shells etc are all 3D physical projectiles on which we model physics to create a realistic behaviour. They aren't rapid fired and therefore we can incur the cost of them on the network without issue. It's also why we can make cool things happen like live ricochets. If you shoot a tank at a deflection angle of 45 degrees or so, your shell will bounce off and stay live - meaning it will fly until colliding and exploding with something else.
Due to the intensity of modelling physics in a game engine, serious steps would need to be made at a deep engine level in order to allow any game to use physical projectiles for their small-arms ballistics systems (especially if you want to field more than 10 players), as a high rate of fire will immediately saturate even the beefiest of PCs. It's often also unnecessary to spawn a physical bullet and model physics on it as the majority of players won't notice the difference at the cost of the incredibly heavy performance load.
There is NO INBETWEEN!!!!!!! Either the game registers that i hit my target the moment I click on it... or it doesn't.