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Bullet Drop


Doc. Caliban

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War of Infamy uses bullet drop in the Anti Tank rifle, I'm sure.

That's it? Why only specific weapons and not every weapon? Its rather cheap and pointless, its like Dice claiming all weapons in Bad Company 2 had bullet drop when it was only the sniper rifles that had it, and it was bogus half-assed bullet drop at that.

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War of Infamy uses bullet drop in the Anti Tank rifle, I'm sure.

That's it? Why only specific weapons and not every weapon? Its rather cheap and pointless, its like Dice claiming all weapons in Bad Company 2 had bullet drop when it was only the sniper rifles that had it, and it was bogus half-assed bullet drop at that.

The problem with it is the hit detection. The projectile is, in fact, a grenade. It doesn't matter that much with the AT rifle, but imagine every weapon having a kill radius. You just shot someone and the guy by his side dies.

Thales explained it sometime ago in this very same topic:

What can be done (and ive included in some mods like Sniper Cannon, Sniper Cannon 2 and the NTW20 in Sniper Team) is to make a grenade launcher with an invisible grenade and using a rifle or whatever model.

In fact the projectile will drop, but the"shake" effect is hardcoded. Thats why ive always prefered to use it with sniper rifles.

I released a mod sometime ago called "LW15.499 Assault Rifle" including this feature to an assault rifle, but this "shake" effect makes all weird in game.

This also brings some limits, like you wont have scope masks as a "sniper rifle" coded as a grenade launcher.

Also itll be a "one shot one kill" weapon, wherever it hits the enemy.

One more thing : dont forget that GR maps are generally limited to 400m x 400m, so youll have a range limit of 300 meters +/- to shoot, cant add much drop effect in such limited distance, like a LR shot using a .50 in r/l.

Edited by Operative
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  • 8 months later...

Hello, All!

I've been away for a long time but am now digging around in GR again as I have two new recruits for CO-OP gaming. This has me poking around in my mod and looking specifically at the ballistic version of my sniper rifle again.

Firstly, a few people have asked about being able to DL the bullet-drop mod, so when I get it dialed in the way that I like it, I'll look into uploading it.

In the mean time, I have a question regarding the way that the AI responds to certain things that effect this mod, but I will start a new topic about the issue as it's not specific to the mod.

-Doc

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Welcome back, Doc! Hope you're back to stay this time, and can't wait for that mod of yours! :thumbsup:

Thanks! It's been quite a while ... hopefully I'll be around for a bit now.

I haven't been working on this lately, but it's mostly just a matter of getting it into "mod form". The rifle and all that is done. I'll shoot for having something uploadable by the end of the weekend!

-Doc

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The major work that I have to do this weekend is recreating the reticule. I cannot find the one I made before, which means I have to start from scratch and determine exactly where the horizontal hashes need to go on the lower half of the vertical crosshair. I zero the scope at 200m and then have horizontal marks for each additional 100m. I have to recreate my practice missions with guys every 100m between 300m and 1000m and figure out the hold-over for each distance, then translate that into a mark on the corsshair.

Once it's done, you can measure the range with the binoculars, use the coresponding aiming point in the scope, and get a direct hit.

-Doc

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Alright, I have a tiny demo mod put together. Just a couple versions of the rifle using the M24 model. You'll need to use it in conjunction with a "No Fog" mod or there's no real point in trying it out as you have to shoot beyone 200m to notice any difference.

I'll upload tonight or tomorrow and post a link. Don't expect much ... it's just something to add to your mod stack to get the rifle!

-Doc

EDIT: Mod submitted to Rocky. Once it's online, I'll post a new topic announcing it and link to it from here.

For those who are interested, here are the contents of the readme.txt from the mod:

TITLE: M24 Ballistic Rifle

AUTHOR: Doc. Caliban

ADDITIONAL CREDIT: Thale

GENERAL:

This mod creates a version of the M24 Sniper Rifle that fires a ballistic projectile

instead of being the usual "point and click" type of weapon. The rifle fires an

actual bullet that travels in an arc from the muzzle to the target. What this means

is that you have to compensate for range and flight time. (More on this in the

"TECHNIQUE" section.)

There are two versions of the rifle, the "M24 Ballistic" and the "M24 Ballistic VIS".

The second rifle fires a visible projectile that is large enough for you to see the

actual flight path and flight time of the bullet. This is useful in understanding

how the rifle works. There are no other differences between the two versions.

This mod includes duplicates of the original four sniper kits for each of the two

rifles:

M24 Ballistic + M9

M24 Ballistic + M9SD

M24 Ballistic + Extra Ammo

M24 Ballistic + Frags

M24 Ballistic VIS + M9

M24 Ballistic VIS + M9SD

M24 Ballistic VIS + Extra Ammo

M24 Ballistic VIS + Frags

This mode is useless without one of the "No Fog" mods that are available ... without

one of those, the visibility restrictions on the stock missions prevent you from

finding any long shots to make. I had created (but have since lost, sorry) custom missions

on the Airbase map that allow you to fire at distances of up to 1 kilometer.

TECHNIQUE:

The rifle is zeroed in (hits dead center) at 200m. This means that it hits a little

high at 100m, and starts shooting lower and lower at distances beyond 200m.

The reticule for the rifle has multiple horizontal hashes on the lower half of the

vertical crosshair. Each of these lines equates to ~100m of additional distance which

means that for a shot at 300m you would use the first mark below center, the second

mark below center for 400m, etc. I have not made a custom reticule that has an exact

set of bullet drop compensation marks, but the stock one does pretty well for the ranges

that you'll be able to shoot at.

Note: This scale is based on a horizontal screen resolution of between 1080 and 1200

with the scoped zoomed all the way in (16x). A lower resolution or different zoom

level will throw everything off.

For moving targets, you have to lead them based on their speed and the range of the

shot due to the fact that the bullet actually has to travel to the target, and at longer

ranges you will start to notice this more and more.

USE:

Simply copy the folder to your Mods folder and activate the mod via the Options menu.

Select one of the sniper kits that show either the "M24 Ballistic" or "M24 Ballistic VIS".

The idea of this mod, some of the pieces, etc., have come from the community

in general ... I simply tuned it to a specific trajectory and put it together for use in

my personal GR mod. Feel free to make whatever changes you want and to use this in your

own mods / kits / etc. Enjoy!

NOTES:

Since I have to use a projectile and define the rifle as a ballistic weapon type like a

grenade launcher or rocket launcher, the game shakes the screen as though an explosion

has happened if you shoot at something close. I've not found a way around that, though

as a sniper, you should probably never notice this effect.

Despite it being a projectile like a grenade or what have you, there is no explosion,

no blast radius, etc. If do not make a direct hit, you will not get a hit at all. When

you do make a hit, the guys go flying as though they've been blown up though, so that's

rather satisfying.

The idea of this mod is based on Thales' excellent LW15 499 rifle mod, including the

projectile model itself. I have adjusted the velocity and bullet weight to create a

trajectory which is very nearly identical to that of a 7.62x51mm NATO match-grade

cartridge being fired out of a 20" barrel. See this thread for details of the origins

and testing of this mod:

http://www.ghostrecon.net/forums/index.php?showtopic=50595&st=0

-Doc Caliban

Edited by Doc. Caliban
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Posted 13 August 2008 - 02:28 AM

I'm trying to work out how to get bullet-drop into the game.

3rd of June 2012 mission accomplished!

Awesome work Doc, thanks!

Yeah, I took a few years off there in the middle!

Rocky, would you be willing and able to place a DL link in the first post of the thread?

Thank you,

-Doc

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Looks great Doc, thanks for releasing it.

You were the inspiration ... I hope that you don't mind that I've used your projectile model ... you're credited in the readme!

It's not much of a mod, but it allows people who know how to edit .gun files to create ballistic versions of any rifles that they want with just some copy and pasting ... though sticking with 7.62x51mm weapons would be the most realistic.

-Doc

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Thx for this mod,oh, and the fog mod, will that also get rid of the fog on the original game ? cheers

Yeah; the fog mod clears the fog on all the original missions I believe. That may not be preferrable in many cases, but for messing around with the rifle, you have to be shooting well past 200m to notice the ballistics.

-Doc

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  • 3 weeks later...

I'm just about done with the custom reticule with calibrated range marks and integral range-finder.

I started with one of the excellent ACE high res scope reticules to get the body of the scope, then created the crosshairs from scratch.

I'm still making small changes, but this is probably about what it will look like:

RcmDL.jpg

vLSUb.jpg

lmix2.jpg

The 500m aiming point and range-finder mark are one and the same. The ranges are from 100m at the center, to 800m at the tip of the lower "post" in 50m increments. (There is no 450m mark as that's the flat spot in the trajectory so the lines get bunched up.)

Without ever taking out the binoculars, I can hit targets at any range out to 800m on the first shot.

-Doc

EDIT: If anyone knows exactly which PS font looks best in small point sizes, I'd be happy to hear it!

Edited by Doc. Caliban
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  • 2 weeks later...

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