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Old 2011-08-12, 12:33 AM   [Ignore Me] #76
exLupo
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Re: Theory: Bullet drop


Originally Posted by Rbstr View Post
Mast vs Mass as a persistent vocabulary screw-up is pretty impressive.
Near-homophone transposition isn't really that uncommon in cases like this. English is a patchwork language full of loan-words and jargon, like center mass, is usually experienced in a spoken context.

It's why at least a third of the FPS forums are full of questions about "turrents". One of the few downsides of phonetics as a teaching tool.
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Old 2011-08-12, 04:42 PM   [Ignore Me] #77
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Re: Theory: Bullet drop


turrents

A classic.
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Old 2012-12-19, 11:33 AM   [Ignore Me] #78
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Re: Theory: Bullet drop


This is an old thread that Im resurrecting here. What I want to know is the bullet drop on a NC Bolt Driver at 200 meters when the muzzle velocity is at 550ms.
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Old 2012-12-19, 11:42 AM   [Ignore Me] #79
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Re: Theory: Bullet drop


Originally Posted by Sledgecrushr View Post
This is an old thread that Im resurrecting here. What I want to know is the bullet drop on a NC Bolt Driver at 200 meters when the muzzle velocity is at 550ms.
magnets.....
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Old 2012-12-19, 11:54 AM   [Ignore Me] #80
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Re: Theory: Bullet drop


200m/550m/s = .363636...s

(.363636....s)^2 *.5*9.8m/s^2 = .64m almost exactly 2 feet.

assuming Earth gravity (duh), a constant bullet velocity AND shooting horizontal. Because it's quite different if you've got non-gravity velocity components in the vertical. (aim correction is much greater if you're shooting up than shooting down)
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Last edited by Rbstr; 2012-12-19 at 11:57 AM.
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Old 2012-12-19, 12:23 PM   [Ignore Me] #81
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Re: Theory: Bullet drop


VILE NECROMANCY.

Also, 550m/s? Really? Or is that just an arbitrary number for the sake of discussion? I'll die a little inside if the railguns of the future barely outpace a 125gr. .357
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Old 2012-12-19, 12:38 PM   [Ignore Me] #82
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Re: Theory: Bullet drop


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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Old 2012-12-19, 01:45 PM   [Ignore Me] #83
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Re: Theory: Bullet drop


Im getting all of my info from https://docs.google.com/spreadsheet/...owsperpage=250
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Old 2012-12-19, 02:08 PM   [Ignore Me] #84
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Re: Theory: Bullet drop


Originally Posted by Storn View Post
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.
Isn't that what we're doing, just without the ability to actually adjust the scope?

Estimate range, use that to estimate drop and then aim that far above the target's head.

I'm not seeing a difference, other than the convenience of being able to dial in a scope for a particular range and then being consistently able to stick the crosshairs on a target at that range and know you'll hit. (I'm thinking of situations like attacking the crown, where you'll often have a lot of targets appearing at a 'set' range - once you'd dialled in, you'd be golden)
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Old 2012-12-19, 02:14 PM   [Ignore Me] #85
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Re: Theory: Bullet drop


Finding range to a target is easy as setting up a personal waypoint on your selected killing field. The personal waypoint gives you the distance in meters.
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