Home » MODDING HQ 1.13 » v1.13 Coding Talk » Lower bullet damage with distance
Re: Lower bullet damage with distance[message #294106]
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Fri, 25 November 2011 06:55 
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Messages:1506
Registered:December 2008 |
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MonadeWow thanks Dieter
No problem, any time.
Monadewhat if the bullet is a Ricochet?
I am not super sure but I believe the current code doesn't support ricochets. In real life ricocheting does happen more frequently than one would expect e.g. deflection of stone or metal plate and the bullet is still dangerous e.g. you can find a couple NoobTube vids where the shooter gets minor injuries. Personally I ignore ricochets as the chance the bullet comes back at the shooter is abysmal.
MonadeAiming with subsonic ammunition at distances around 200 is something special than aiming with supersonic isnt it? As said the bullet drop is drastic compared to supersonic.
A heavy bullet will drop more compared to a lighter one given the same speed. That is also why hunting ammunition tries to be as fast as the bullet supports before disintegrating to make the bullet travel further in less time which in turn minimizes bullet drop and makes aiming easier.
This vid explains something else (how to zero your AR sights) but it visualizes very well how aiming and bullet drop works and will help you to actually see what we are talking about.
MonadeOne thing at the end: Air resitance is defiend by alot of parameters (wind, temperature, pressure...) which average value could be used for this?
In principle you can use any values you like e.g. averages at sea level, as the differences are almost negligable at shorter distances e.g. less than a mile, meaning air does a somewhat bad job trying to slow down a bullet. This is because a bullet travels comperatively slow e.g. to atmospheric entry where you need to become creative managing air resistance, and air is comparatively thin e.g. to water.
MonadeCan someone place a complete formula best with an example? Bullet x fired from weapon y has z engery left after xyz tiles.
You can get this information either from the Wiki (each caliber has the muzzle velocity and energy) for a "default" barrel length (usually 16 inch) or from the ammunition manufacturer (on their Web site or on the box the bullets come in). Here is something from Hornady for example. This is one of the free on-line calculator resources.
To get the velocity at a specific distance, there are many on-line ballistic calculators. You enter the bullet characteristics and shooting conditions, and the calculator will produce the data for a specific range.
Edit: None of the stuff on JBM is currently working, come back after the weekend, I am sure they are going to fix it soon, they have been providing this service for over a decade, must be a technical glitch.
[Updated on: Fri, 25 November 2011 07:18] by Moderator Report message to a moderator
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