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Author Topic: Changing bullet speed?  (Read 5370 times)

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Offline savedbygrace

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Re: Changing bullet speed?
« Reply #15 on: 04 Dec 2008, 15:19:44 »
And thats if your target is walking. Consider the lead for a running target. And what if your shooting at midgets with smaller steps? Now thats fun!
Well said Tyger...thanks for that info.

Offline Tyger

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Re: Changing bullet speed?
« Reply #16 on: 04 Dec 2008, 16:23:12 »
Consider the lead for a running target.

Indeed. :D This is where it gets fun! At a 7 minute/mile pace - a fairly fast run no doubt, but we do it every morning at 0600 - a target would be moving at 12.8 feet/sec! That means, without even reaction time added in, you have to lead a target by almost 13 feet at 2700 feet!
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Offline Sparticus76

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Re: Changing bullet speed?
« Reply #17 on: 05 Dec 2008, 07:16:16 »
I'm saying that reaction time doesnt come into it when you're leading the target because as your brain is sending the message, your arms are still following the target with the lead as the shot is released. Techinically the reaction time from your brain to your trigger finger could be a minute (if you were REALLY slow witted), but as long as you keep the lead on the target up until your finger finally pulls the trigger (while the message is being sent to your finger), the target will be hit. This compresses down to the split second of actual reaction time also if the target is led.

Offline bedges

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Re: Changing bullet speed?
« Reply #18 on: 05 Dec 2008, 10:06:18 »
Okay, I think we may be at risk of splitting hairs here. The original topic concerns ballistic speed - please keep the thread on topic.

 :good:

Offline Worldeater

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Re: Changing bullet speed?
« Reply #19 on: 12 Dec 2008, 23:44:12 »
Let's measure. Here's a layman's approach in four simple steps:


1. Find ballistic data for the 5.56x45mm cartridge (aka .223 Remington) used with the M16.

Let's use the numbers for the M193 ammunition [1]. Here is the table after fully converting it to the metric system [2]:
Code: [Select]
Range (m)   Speed (m/s)   Time (s) [3]
  0         975           0
100         846           0,110
200         724           0,236
300         613           0,380
400         512           0,545


2. Set up a test range to measure the in-game bullet travel time.

See the attached picture for the layout of the range. The bullet travel time was measured using the "Fired" and "Hit" event handlers.

Player's init code: this addEventHandler ["Fired", { t0 = time }]
Target's init code: this addEventHandler ["Hit", { _t = time; hint ("100m: " + str(_t - t0)) }]


3. Fire some rounds and write down the results.

In this case each target was hit ten times:
Code: [Select]
Range (m)   Average Time (s)   Min. Time (s)   Max. Time (s)
100         0,104              0,096           0,112
200         0,234              0,225           0,240
300         0,385              0,309           0,399
400         0,563              0,553           0,576


4. Look at the results and come to a conclusions:

- The results look pretty impressive. I didn't expect them to be that accurate. Hats off to the coders.
- Hitting a man-sized target at 400m with an M16 is damn hard... ;)
- Measuring provides clarity.
- Clueless bitching make one look like an idiot.



[1] http://www.ak-47.net/ammo/ss109.txt
[2] If you still use stinking body parts to measure distances, you can use Google for unit conversion (like "613 m/s in feet/s")
[3] Assuming a linear speed decrease.
try { return true; } finally { return false; }

Offline loki72

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Re: Changing bullet speed?
« Reply #20 on: 13 Dec 2008, 01:43:42 »
impressive m8

how about putting the mission in a rar file and uploading it for the rest of us noobs... :cool2:

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Offline Worldeater

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Re: Changing bullet speed?
« Reply #21 on: 13 Dec 2008, 03:15:44 »
Voila! It's really trivial...

BTW: the triggers are mere guides, so I knew where to put the pop-up target ;)
try { return true; } finally { return false; }

Offline loki72

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Re: Changing bullet speed?
« Reply #22 on: 13 Dec 2008, 03:57:54 »
you da man.. thank you :good:

Offline Blacknite

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Re: Changing bullet speed?
« Reply #23 on: 14 Dec 2008, 06:34:50 »
Well heres a thought, would it be possible to set the dammage of the bullet itself?  I am sure if you are fire an AK47 and hit your target will cause more dammage compared to a M16A2 rifle (although both targets will still probably be dead), but with that mindput, wouldnt we be able to have the AK47 to shoot through trees and other solid objects??

And if we were to introduce a new bullet for use of a hand gun that will have the same impact if not greater than the rifle counterparts, how would we set their dammage level?

Offline Worldeater

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Re: Changing bullet speed?
« Reply #24 on: 14 Dec 2008, 10:33:26 »
Yes, the power of the bullets can be changed. Several addon makers already fscked them up [1]. But no matter how powerful you make the bullets, the engine won't let you shoot through solid objects (note that the engine has its own definition of what is solid).


[1] Worldeater's Law:
Every addone maker firmly believes the army of his country uses best weaponry available to mankind. So, if his addons contain these weapon systems, he will have modified their values so they outperform any similar weapon system of other nations.


Note to self: Wenn man keine Ahnung hat: einfach mal Fresse halten.

There is a parameter called bulletPenetrability that appears in the *bisurf files. Feeding it to a search engine returned this page. The comment on this page suggests that it's not the damage value of a bullet but the speed that's relevant.

« Last Edit: 15 Dec 2008, 23:04:49 by Worldeater »
try { return true; } finally { return false; }