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fVisibleNavmeshMoveDist=12288.0000
in Skyrim.ini ?
Bethesda has the arrows' hit boxes disappear after a certain range on purpose. This is so that a specific dragon power (leaving the power unnamed so as not to post any spoilers) remains viable in the game. If you were able to hit at any distance the arrow flies, then you would be able to shoot down any dragon that flies beyond that arrow restriction point, and said power would be useless.
....straight through the enemy. I shot from quite far away, with the zoom perk and saw exactly where the arrow went and landed, then ran over there. The arrow had landed on the ground, having obviously passed straight through where I saw it "hit" the enemy, and stuck directly behind the enemy in the ground.
@DeviousHarp
Thanks! I'll definitely try that. :)
f1PArrowTiltUpAngle=0.0
f3PArrowTiltUpAngle=0.0
@Kai
That's a good idea... except for the whole gravity thing. Unless we're talking standing at least 30+ yards above or below someone, gravity isn't going to play a huge role in arrow speed. Seems a typical speed for an average arrow is 200 feet (about 60 meters or 66.66.. yards) per SECOND. Gravity accelerates things, assuming earth gravity, by ~10 meters per second (9.8066 to be precise) every second it's in the air. So, after the arrow traveling 60 meters straight up in one second, it will have slowed to 50 meters per second. Yeah, that's still gonna hurt about as much as it would point blank.
Lets say that the arrow's arc is the main damage point. As soon as the arrows arc and bends it's path (when it starts to drop), it inflicts the greatest bonus damage and has the greatest critical hit.
If the arrow is too close up, it inflicts base damage, but no critical hit at all.
5x range would make sniping a bit too easy at the range, indicated on the screenshot.
If archery actually have crit, damage, and range be based on the motion of the arrow, then it would make it more interesting.