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Author Topic: Bullet Drop COmpensator  (Read 1894 times)

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bigdog632

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Bullet Drop COmpensator
« on: 01 Aug 2004, 23:31:49 »
is there a way to make a bullet drop compensator for the sniper rifles?
once range has been determined you can "click " in the proper range and the bullet in theory will bullseye the target, kinda simlar to the M21 but different the M21 uses the ART 1 scope(i think)

Nulear_Man

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Re:Bullet Drop COmpensator
« Reply #1 on: 02 Aug 2004, 07:18:17 »
yeah you could but it would be hard

DBR_ONIX

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Re:Bullet Drop COmpensator
« Reply #2 on: 10 Aug 2004, 13:45:28 »
^ Exactly
You would need to get the pos, velocity etc of the bullet, and adjust it (My making a new bullet,  I guess), and setvelocity it, but up the correct ammount..
Then, if you make a new bullet, the game doesn't think of the kills are yours. So you get no points..  :-\

- Ben

Offline Roni

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Re:Bullet Drop COmpensator
« Reply #3 on: 11 Aug 2004, 05:35:03 »
This probably isn't what you want and it might not be true, but here goes.  :P  :beat:


From what I can tell, the way the M21 works is that its config file specifies that it's scope view can be zoomed from around 8x to 25x.  The config also suggests that it can be "zeroed" beween 80m and 400m.  As you zoom the scope in the weapon's true aim point goes up from 80m to 400m, so that when you are fully zoomed the weapon is zeroed at 400m.

Now here is where the game forces you to play realistically !  If you make your sniper the leader of a two man team then all you have to do is select your offsider in the usual way.  Once you do this you can determine the range to the target using the litle icon that appears in place of your cursor.

Find the zoom stops (in and out), work out the appropriate zoom, deselect your man and fire.  You should be zeroed in on your target and hit dead centre, so long as he is between 80m and 400m.  Your offsider is effectively helping you call in the shots !

Now I could be wrong here but I am currently dissecting the config files and the master config for the game and the only entries that are different between the Dragunov and the M21 are these zoom values.  Apparently, you can give a weapon a variable opticsZoom but keep the distanceZoom fixed (ie Dragunov) or you can have them both variable (ie M21).

Thinking about this some more - I suppose that this means you could give a weapon a fixed opticsZoom and a variable distanceZoom - the scope view will be fixed but the zero point cold be variable between any points that you want.

The only problem is that you have no clue what level of distanceZoom you're at - you can get 100% accurate distance info from your spotter but you'll still have to estimate the appropriate distance zoom yourself.

Maybe this is what they intended ?

Hope that this helps !



Roni

DBR_ONIX

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Re:Bullet Drop COmpensator
« Reply #4 on: 15 Aug 2004, 22:00:07 »
I think I get what bigdog means..
You know how you (In RL), you addjust the scope.. Like "2 clicks up, 1 click across"
something like that..
For a fixed scope rifle..
???
- Ben

bigdog632

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Re:Bullet Drop COmpensator
« Reply #5 on: 16 Aug 2004, 05:11:45 »
well if i recall properly a BDC makes it easier to adjust for windage and elevation because it is designed for the type of amo used grain and all

then you click in the elevation and if all is properly calibrated you should hit dead on simply by adjusting the range on the BDC....

the FPS game delta force land warrior had the ability to change the ranges on the sniper rifles

official definition:Bullet Drop Compensator - Any device that is integral to the rifle telescope that is designed to compensate for the bullet's trajectory.
 
the ART scope ont he M21 does this just in a different way

bigdog632

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Re:Bullet Drop COmpensator
« Reply #6 on: 16 Aug 2004, 21:56:13 »
one addition this does this without adjusting the weapons ranging or zero...prolley confusing now


DBR_ONIX

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Re:Bullet Drop COmpensator
« Reply #7 on: 17 Aug 2004, 17:23:31 »
Well you do a couple of add actions, and adjust a varabile (Click up/down, CLick Left/Right)
And then delete the bullet, and make a new one, but setvelocity it like this
_bullet setvelocity [_bullet velocity select 0, ...select 1, ...select 2 + upclick]

And the Click up/down changes a varabile called upclick

The same for left/right, only you use direction and setdir
:)
- Ben

Offline Roni

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Re:Bullet Drop COmpensator
« Reply #8 on: 18 Aug 2004, 00:41:30 »
And you put this on a weapon with a dispersion rating of 0.1 . . .   :D


Offline General Barron

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Re:Bullet Drop COmpensator
« Reply #9 on: 18 Aug 2004, 04:51:13 »
First off, this is called the "elevation knob", not a bullet-drop compensator or whatever  :P

Next, OFP's M21 and Dragunov rifles both have ways to zero your sights to a specific range. For the M21 it's easy: you just zoom the rifle to where a standing man fills up the space between the upper and lower crosshair (the part between the horizontal lines). Now the bullet will land exactly on the crosshairs at that range. Easy as pie, but I guess most people like to zoom in as much as they can, which means the bullet goes who-knows-where.

With the dragunov, you have to estimate the range yourself, and then use the appropriate part of the sight to fire. Come to think of it, there is a good description of how to do this on the Avon Lady's OFP FAQ:

Using the dragunov
Using the M21

Obviously you could config other rifles with optics that work exactly like this. However, giving the player actions to adjust his sights is something I have thought about scripting for a while. It would especially be useful for weapons like the M16, which have no way in-game of adjusting the sights like the sniper rifles do.

However, such a script would be... mathematically challenging, to say the least. I gave up because it was hurting my head  :-\. DBR_ONIX is on the right track, but it is WAY more complicated than that. How much you adjust each part of the velocity will depend not only on how much windage/elevation you want, but also would depend on the direction the bullet is fired left/right and up/down.
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bigdog632

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Re:Bullet Drop COmpensator
« Reply #10 on: 20 Aug 2004, 12:40:47 »
bullet drop compensators are not the same as the elevation knob

they are for more precise adjustments they are calibrated for specific amunition

but i guess it doesnt matter

Offline General Barron

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Re:Bullet Drop COmpensator
« Reply #11 on: 20 Aug 2004, 20:25:46 »
bullet drop compensators are not the same as the elevation knob

they are for more precise adjustments they are calibrated for specific amunition

but i guess it doesnt matter

You learn something knew everyday.  8) I've never used a scope, so what do I know?
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

DBR_ONIX

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Re:Bullet Drop COmpensator
« Reply #12 on: 22 Aug 2004, 18:36:52 »
How much differnce does this make in game though  :-\
- Ben

bigdog632

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Re:Bullet Drop COmpensator
« Reply #13 on: 22 Aug 2004, 19:30:34 »
i honestly dont know, but i often have it where i have a guy perfectly setup in my crosshairs but the bullet is not dead on for some reason requiring me to adjust my position, but mice are not the most precise things to aim with.

if you could adjust the aim slightly without moving the actual position of the gun it would be more accurate.......in theory