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PSU: discourages the use of ANT traps.
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2012-06-18, 04:58 PM | [Ignore Me] #16 | ||
Lieutenant Colonel
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Check out this great tactics site I found the other day (after I had done all the work on mine... ) which has a nice diagram which I will show here:
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2012-06-18, 05:32 PM | [Ignore Me] #17 | ||
First Lieutenant
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While another discussion of how bullets work is always interesting, despite that it should be common sense, my question is if Planetside 2 actually follows the physics of the bullet starting from the point the bullet leaves the barrel or will we have a grace distance before the bullet actually starts to drop so we non-military types (y'know... most gamers) don't need to worry about what range our sights are set at.
Judging by the videos, I'm going with there being a grace distance. I'm also curious if bullets do less damage the further out they go. As if the DD and already iffy accuracy of assault rifles even while crouched towards targets 75+ meters out wasn't discouraging enough in Planetside 1... |
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2012-06-18, 05:34 PM | [Ignore Me] #18 | |||
PlanetSide 2
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On a side note - there are a couple of definitions, but Point Blank range is usually (not by the CSI generation) considered any time before the drop past line-of-sight. Maximum Point Blank Range is the point at which you have to compensate for the actual drop of the bullet. (for the record, I would not be considered a gun nut but I would be a terrible coder if I didn't learn what physics were involved - don't you think?)
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Opportunity is missed by most people because it is dressed in overalls and looks like work. [ I speak for myself, not my company - they speak on their own ] |
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2012-06-19, 06:20 AM | [Ignore Me] #23 | |||
Sergeant
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Is Auraxis gravity the same or equivalent to Earth gravity - are you coding for 9.81m/s^2!?!?! If Auraxis pulls a higher G then range is reduced :P Last edited by Marsgrim; 2012-06-19 at 06:23 AM. |
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2012-06-23, 01:38 AM | [Ignore Me] #24 | ||||
First Lieutenant
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I think it'd be a good unlock/custimization tho. |
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2012-06-24, 10:15 AM | [Ignore Me] #25 | |||
OFC the rate of drop caps out at terminal velocity (dependent upon the coefficient of friction of the bullet and the thickness of the atmosphere IIRC) but it seems unlikely a bullet will hit that drop velocity without hitting the ground first. ...and that Physics class was over 10 years ago, I guess I did learn something when I was in school! EDIT - Looks like Marsgrim already mentioned it and made a good point; Auraxis gravity may not be equivalent to Earth's, particularly given how high everyone can jump. As a sniper I would love to be able to adjust my sight! Last edited by Electrofreak; 2012-06-24 at 10:18 AM. |
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2012-06-27, 01:34 PM | [Ignore Me] #26 | ||
Private
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As the bullet goes farther, it slows. It still falls at the same rate, but since the bullet is going slower(velocity reduced), it drops more with less foward distance covered. So really, the drop doesnt get more drastic, the distance the bullet travels gets less drastic compared to the drop as it slows.
I dont know if I said it right, its hard to describe. |
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2012-06-28, 05:17 PM | [Ignore Me] #27 | |||
Major
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Another thing alot of people don't think about is the fact that bullet rise and drop is in relation to a horizontal plane while adjusting for distance. No bullet actually rises above the level (axis) of the barrel, it only drops from there. The bullet drop in relation to the barrel is almost instant, but (as you said) seems more drastic over long distance. Not because the bullet drops faster, but because the bullet is de-excellerating due to environmental factors, making the drop seem more vertical. That is, for real guns (I don't consider myself a gun nut either, but I've done my fair share of shooting). I'm sure there are a lot of other things to take into consideration when making a viable and intuitive shooting system in a game. Last edited by Ratstomper; 2012-06-28 at 05:34 PM. |
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