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Author Topic: Scary Maths Question  (Read 2775 times)

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Unnamed

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Re:Scary Maths Question
« Reply #15 on: 13 Jul 2003, 04:30:27 »
I wanted mass and surface area for an equation I found for calculating drag, I can get the trajectory quite close to OFP's just by adjusting some constants.

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Gravity, as denoir figured out, in ofp works to 11 m/s acceleration (!).

I cant really get the timming accurate enough in OFP to say for sure, but I appear to get the closest results using 9.81 m/s ? Will keep trying until I can tell either way.

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calculating the difference between the center of the firing unit and the shell origin point is several times his neural net error

Not sure what goes on between, firing and the shell appearing:

I guess the fired event picks up the shell some time after firing, rather than at creation?

And the coords appear to centre around the muzzle rather than the breach, at least for height?

They have recoile for tanks, would it affect static guns in anyway?

My problem is, I've tried to remove any random elements scripted into a OFP addon, but I'm still getting variations in the initial angle of elevation.

Cheers




Offline Dinger

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Re:Scary Maths Question
« Reply #16 on: 15 Jul 2003, 21:15:47 »
How are you aiming the barrel?
HAve you zeroed out the dispersion as well?
recoil shouldn't affect the round being fired.
Dinger/Cfit

Unnamed

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Re:Scary Maths Question
« Reply #17 on: 16 Jul 2003, 02:22:36 »
I'm using the Inavasion 1944. 81mm mortar. So I have to use the DoWatch command to point to a position X meters above and to the front of the mortar, to adjust the angle of elevation.

Mortars have a minimum angle of elevation on flat ground, due to there design. But as far as the trajectory is concerned in OFP, the minimum Angle of elevation, when the round leaves the Moratr is 0. Hmm...difficult for me to explain without a picture.

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Have you zeroed out the dispersion as well?

I had changed min, mid and maxRangeProbab to 1? I did not spot dispersion and aiDispersionCoefY in the cpp, so I will try changing them. Thanks.

P.S

I did download CoC_LIBANN, but it just contains a readme.txt and nothing else :(

Regards

Offline Doolittle

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Re:Scary Maths Question
« Reply #18 on: 16 Jul 2003, 17:05:30 »
Hmm...why not simplify stuff some?  I just created a shell and then "kicked" it out.  This way I knew exactly where it started from.

I really recommend firing a phone, a barrel, a shell, an AH1, and a soldier at the same initial velocities and you will see they go different ranges.  I think the barrel object behaves the best.

Doolittle

Unnamed

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Re:Scary Maths Question
« Reply #19 on: 18 Jul 2003, 05:40:08 »
Hi Doolittle,

I started off just wanting to have some indirect fire, in a mission I was planning. I just got carried away with trying to figure out the physics behind it.

But it would be handy to know, you could apply the same principle to AA guns and bombers e.t.c.

I can predict the angle of elevation needed to hit a target with just gravity applied.

I can predict the trajectory of a projectile with gravity and drag, given the angle of elevation.

I just need to work out how to predict the angle of elevation needed to hit a target with gravity and drag applied.

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I really recommend firing a phone, a barrel, a shell, an AH1, and a soldier

Lol, I think I will. Sounds like it might be fun. Pity there isnt a cow object in OFP :)

BTW thanks, I've been using your (Barrel) artillery script alot, to test my understanding of gravity in OFP.