Author Topic: Bullet ballistics  (Read 3492 times)

0 Members and 1 Guest are viewing this topic.

Offline LordDB

  • Major(1)
  • Posts: 14
Bullet ballistics
« on: April 01, 2007, 06:54:42 pm »
I have a qualm about the external ballistics in this game. I find it really hard to believe that bullets drop so much in 10-20 meters. I guess this is tied directly to bullet speed, but even the slowest of projectiles (grenade launcher) should be able to make it clear across, say, Arena2. Perhaps there could be a "realistic ballistics" option that ups the speed of projectiles. I think a factor of 2 would suffice (I'm pre-compromising with the folks that scoff at this idea)

I know that flatter trajectory is the appeal of some weapons, (ruger 77, barrett) but the fact remains that these weapons do increased damage. If anything, in the "realistic ballistic" mode, spread the damage margins between these two weapons and "all the others"

What say you? ;D

Offline iDante

  • Veteran
  • *****
  • Posts: 1967
Re: Bullet ballistics
« Reply #1 on: April 01, 2007, 06:55:56 pm »
Its just because its a game, in real life you wouldn't even see any of the bullets. It adds fun to them, soldat is in no way based on real life.
Edit: whoa, 500th post.

Offline Sytrus

  • Flagrunner
  • ****
  • Posts: 862
  • English Teech0r
    • AtlanticProject
Re: Bullet ballistics
« Reply #2 on: April 01, 2007, 07:07:39 pm »
Congrats iDante!^^

And yes, of course this is a game. You couldn't even see the bullets, Dante said it already. Just modify your own weapons.ini and make the bullets dang fast - this would result in the fact that every bullet kills: realistic.

Offline Eagles_Arrows

  • Veteran
  • *****
  • Posts: 1889
  • The Thread Killer
    • My Webcomic
Re: Bullet ballistics
« Reply #3 on: April 01, 2007, 08:16:53 pm »
'Ey, why not?  Since it's just an option, I really have no problem with it.  Although, one can achieve something like this easily by modifying the weapons.ini as Sytrus said.

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Lord Frunkamunch

  • Veteran
  • *****
  • Posts: 1418
  • DRR...DRR...DRR...
Re: Bullet ballistics
« Reply #4 on: April 02, 2007, 07:55:27 am »
Or you could mod the speed really high and get the power so that a headshot kills and everything else is a 2 hit kill...

...OR set the bullet style for a normal gun to 14 so the bullets are invisible regardless of speed...

...Or both...
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.

Offline Avis

  • Camper
  • ***
  • Posts: 324
  • Aufmachen, Gestapo
Re: Bullet ballistics
« Reply #5 on: April 02, 2007, 09:42:00 am »
Here, I made this a few weeks ago.
Almost every spec is kept as realistic as possible:

The absolute damage values were calculated to match with the 1.3.1 ones, so the AK74 f.e. still does 18.08 damage at 0 meters :D

(But imo, this is only fun with R/S Infiltration or some tactic stuff like that)
If you want the pure realism:
BANG! 5:45 o' clock. It's the police raiding your home, blackmailing you.

Offline LordDB

  • Major(1)
  • Posts: 14
Re: Bullet ballistics
« Reply #6 on: April 03, 2007, 02:25:52 pm »
Thanks guys, maybe it was real obvious to dig into weapons.ini, but it didn't occur to me. Avis, I'll give it a try!