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PSU: killing me softly
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2011-08-09, 01:59 PM | [Ignore Me] #1 | ||
IIRC, the devs have mentioned that bullets will drop a la the PS1 wall turrets. This dash of added realism is great.
(No kids. Real Life Bullets do not travel in a straight line. If it has mass, it it affected by gravity. Period. Fucking. Dot.) However, I suspect the Vanu-specific weapons will be free of such petty constraints. Gravity? Bah... a minor inconvenience. The tank weapons already demonstrated this in PS1. The VS came out on the bottom of the DPS list on that one, but VS tanks' main gun makes for decent AA, so I'm certainly not complaining. Pretty much the opposite of the man-portable AV weapons. I suspect this was not a coincidence. The lancer's DPS is king, but it's pretty much awful at AA. It's amazing what that little charge time at the beginning does to your aim. |
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2011-08-09, 02:22 PM | [Ignore Me] #2 | |||
Private
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2011-08-09, 03:49 PM | [Ignore Me] #3 | |||
PS: I'm pretty sure you wouldn't be able to measure the deflection caused by gravity across the effective range using a micrometer. Oh hell, lets do some math. 1) The speed of light is 3,000,000 miles per second (give or take). Three Million miles per second. 2) The effective range of weaponry in PS2 is likely to be similar to PS1. Lets assume 200 yards. So it takes light... 3.8 x 10-8 seconds to travel that far. At 32ft/sec/sec (also ass-u-me-ing that gravity on Auraxis is similar to Earth's): Light will drop... 1.22 x 10-6 feet or 0.014... THOUSANDTHS of an inch. (and that number's way too big, it assumes a constant velocity of 32 feet per second, which would clearly not be the case. It takes a full second to reach 32 ft/sec. Light will have only had 3.8 x 10-8 (0.000000038 seconds) to fall. Sadly, I don't recall that particular equation from physics class All Those Years Ago.) Nope, can't measure that with a micrometer. Micrometers are capable of measuring 1/1000 of an inch. You'd need a device that was over 60 times more accurate to measure 1/60,000 of an inch. PPS: I'm pretty sure you were kidding. Sadly your post lacked humor and needed to be curb-stomped. PPPS: Unless PS2's engagement range is Vastly Expanded, Real World bullet drop won't matter all that much either. A modern assault rifle could reasonably expect a muzzle velocity in excess of 2000ft/sec. Given that same 200 yard range, it'll take a bullet... 3/10 of a second to cross that distance. Given our 32ft/sec/sec, the bullet will have accelerated to around 10 feet/sec in that time. Cheating the math again, that put the total distance traveled at... 3 feet. Yep, you'd notice that, big time. "Big head" shot turns into "little head" shot. OUCH. |
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2011-08-09, 04:19 PM | [Ignore Me] #4 | |||
First Sergeant
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Why the hell would you use the American system to calculate all that shit. Metric would've been a hell of a lot easier. c = 3x10^8 m/s g = 9.8 m/s^2 x = 200 m t = x/c t = 6.67 x 10^-7 seconds s = v0t + .5at^2 where s is bullet drop, v0 is initial velocity in the Y axis (0), t is the time allotted, and a is the acceleration. Units are in brackets. s = 0{m/s}(6.67 x 10^-7){s} + 4.9{m/s^2}(4.44 x 10^-13){s^2} s = 2.18 x 10^-12 m, or 2.18 picometers I think it's safe to assume 2.18 picometers will not make the difference between your shot hitting or missing your target. |
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2011-08-09, 04:40 PM | [Ignore Me] #5 | |||
To all who doubt it: What we name a recoil is the exact effect of bullet acceleration. Last edited by NewSith; 2011-08-09 at 04:42 PM. |
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2011-08-09, 05:18 PM | [Ignore Me] #6 | ||
Sergeant Major
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Big numbers @_@
We all know they're just going to keep it simple: either everything drops at X distance, or VS weaponry goes straight but phases out abruptly at X range. As long as my bullets dealing full damage the whole way instead of 50% of their normal damage by 100m, we might actually see them used as a mainstay weapon outside of Oshur for a change. 'Cause right now, it's either the bolt driver or the HA, depending on if you're planning on hanging back or bolting from cover to cover to reach the base wall, which happens to be within spitting distance of the tree line. |
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2012-12-19, 12:38 PM | [Ignore Me] #7 | ||
Sergeant
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Sniping takes very little skill in PS2. WWII online did it right with round drop. In order to compensate for round drop you had to set the scope to what range you ascertained the target to be at. After you got the scope ranged in you were golden. I think all the scopes should have this ability to adjust for long range shots.
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2011-08-09, 05:20 PM | [Ignore Me] #8 | |||
http://en.wikipedia.org/wiki/5.56%C3%9745mm_NATO <--- Proof PLEASE don't try to BS your way through the internet. Also, NO Bullets do NOT go up and then come back down. Gun sights are zeroed in at ranges other than 0 meters. They are sighted so that anything UNDER the range they are sighted for would result in the bullet striking above the desired inpact point. For example, if you took a scoped rifle sighted for 200 yards and shot at 50 yards aiming dead center, your impact point is going to be an inch or so high. Sights and scopes are pointed down towards the barrel, not parallel. In reality the impact point on a rifle sighted in at 200 yards would also intersect the path of the bullet somewhere else down the line as it starts to drop. For a bullet to go up and then come back down it would need to produce lift. They do not, they fall as soon as they leave the barrel. Also I have no idea what 3600 meters max M16A2 means, but no M16 fires ANYWHERE near 3200 meters. Thats a 1.5 mile shot. Which is roughly the record for the longest kill ever which was made with a .338 Lapula Magnum round, NOT a 5.56mm Nato. Redneck Gun Nut Owned. Last edited by Peacemaker; 2011-08-09 at 05:26 PM. |
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2011-08-09, 05:51 PM | [Ignore Me] #9 | ||
I am just going to assume this is sarcasm .
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SS89Goku - NC - BR33 - CR5||LFO? Want help upgrading/building a new computer? Will your desktop/laptop run PS2? How PhysX runs on Nvidia and AMD (ATI) systems PlanetSide Universe Rules |
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2011-08-09, 07:35 PM | [Ignore Me] #11 | |||
Colonel
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I'm all for bullet drop on all weapons it should not reasonably apply too, along with a more reasonable damage degradation with range. Make compensating for the drop what is necessary to be effective at those long ranges, not a magical lessening of energy. As for vanu weapons: They should not have no bullet drop. They are still shooting matter, and that would still suffer from the effects of gravity. Shot speed is what you want to flatten out the arc. A lashers orbs would should have lobbed like softballs. A lancer and mag railgun should have had a noticeable arc, though being fast projectiles it would not have been much. If its not a laser, or perhaps a railgun with hypersonic bullets, there must be arc. People from other countries oft give those in the US shit for not knowing other languages. Learn to use more than one measuring system. The simple conversions are easy, and you can derive the rest. Last edited by CutterJohn; 2011-08-09 at 07:37 PM. |
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2011-08-09, 07:56 PM | [Ignore Me] #13 | ||
Colonel
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__________________
[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-08-10, 01:07 PM | [Ignore Me] #15 | |||
Private
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I thought I was being clear in my intention, but it seems there was some ambiguity here as people seem to be under the impression i'm asking for light drop to be included in the game. I was merely making a play at realism in a game like planetside while taking a jab at the OP. Something just stood out as ridiculous for me with his in regards to "kids" and the way things should be. Where do you draw the line on importance in things like bullet drop. With weapons named "beamer" one can only assume it is lasers they are shooting even they though no resemblence of that in physics. Edit: Oh and yes, using anything other than metric for unit based calculations and conversions is stupid. Yes I am American. Last edited by Ridill; 2011-08-10 at 01:31 PM. Reason: Clarity |
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