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Re: Lower bullet damage with distance[message #294088]
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Thu, 24 November 2011 20:21 
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Sam Hotte |
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Registered:March 2009 Location: Middle of Germany |
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MonadeThe point is just we have no dynamical calculation of damage loss with distance.
But we have a dynamical calculation of Damage: MAM. (Let's assume for the discussion MAM would be a physically accurate calculation of each bullets damage depending on weight, form and shape, material etc. - and impact energy)
The only significant influence range has is a loss of impact energy.
MAM already calculates impact energy - but the energy loss the projectile suffers on its way is not calculated dynamically yet.(at least within effective range its not).
So what you need/want is a dynamically calculation of eneergy loss during the flight path. OK.
Given the fact that we do not have a weather and environmental simulation, we could take the very educated guess that the fluid "air" the bullet is flying through is the same in every part of the current tactical secter in game: Humidity, temperature etc. will not be different between two adjacent tiles and they will not change during the (very short) time period our bullet is on its way.
(So BTW your question about the impact of pressure, wind, temperature etc. is answered: They do not have impact in the game as they do not change during a gun fight - so you can take any values you see fit and being reasonable.)
After all, the only factors that then have significant influence on the calculation of a bullets drag (-> http://en.wikipedia.org/wiki/Drag_(physics) ) are its geometry and material and of course its initial speed.
And all those factors should be included in MAM for a good part at least. Cause Geometry of the projectile and its material determine things like tumbling, penetration, deformation etc.
That's why my POV is: If you want dynamically influence of range on damage, start at the point where damage is calculated dynamically; that's much easier than looking at the things from the IMHO wrong end (no offense intended).
[Updated on: Thu, 24 November 2011 20:26] by Moderator Report message to a moderator
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Sergeant Major
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