

Fixing Ballistics
#41
Posted 19 January 2013 - 10:55 PM
#42
Posted 19 January 2013 - 11:45 PM
Dendrobium, on 19 January 2013 - 10:55 PM, said:
I think people would be looking for something about a combined amount of damage in a specified amount of time.
#43
Posted 20 January 2013 - 12:54 AM
Edited by MoonUnitBeta, 20 January 2013 - 12:54 AM.
#44
Posted 20 January 2013 - 02:07 AM
MoonUnitBeta, on 20 January 2013 - 12:54 AM, said:
Classically speaking any mech that takes 20 points of damage in a round has to make a piloting check. Fail that roll you get knocked over.
That would be a bit extreme in a live fire game, 40 may be a lower end 50 would be more like it.
Edited by Yokaiko, 20 January 2013 - 02:08 AM.
#45
Posted 20 January 2013 - 11:36 PM
#46
Posted 21 January 2013 - 10:47 AM
#52
Posted 21 January 2013 - 11:32 PM
First, how in the world do machineguns have only a 90-meter effective range? Again, I realize that we're talking about folks in the 30th-31st Centuries with about 18th Century know-how. Got it. But seriously, I can reach out WELL beyond that with any $100 .22LR rimfire rifle, and some pistols of the same caliber. I've qualified dozens of times with an M-16, M-60, or M-249, at ranges of 50-600+ meters. And the 31st Century machinegun can't even scratch the paint at 200 meters, at a mass of give/take 440 kilograms?!?!?!?!?!?!?! The LORE is at fault here, as are original TT rules. Got it. PGI is not bound by blood and stone to that. Just sayin'... (The Browning M2 .50 MG can EASILY tag a car-sized target at 3/4-mile--our AC/20 cannot, nor can the AC/10...)
Second, bullet drop. If a round fired from a ballistic weapon is reaching the farther end of its range in flight, eventually sir Isaac Newton asserts himself. A tenth-grade (I was a VICTIM of our public school system, IMHO) understanding of physics tells me that the projectile, not accounting for aerodynamic considerations, should have fallen ~9.8 meters from its original line of fire per second of flight time, assuming a gravity equal to that of Earth (tons are a WEIGHT measure, in our case, not MASS--just sayin'). And yeah, other games built on CryEngine account for this, with varying degrees of realism.
Is MWO a pure simulator? Doubtful. So ultimate realism is out of the question, and I understand that. But it stand to reason that if I have to lead my target anyhow, then SOME physics have been considered in ballistic projectile trajectories and whatnot. So, are we seeing a step-by-step implementation of them, or is it that what we see is ALL that we get? Or something else?
I'm really just wondering, not criticising per se.
I <3 MWO!
God save the Queen!
Something!
#53
Posted 22 January 2013 - 01:42 PM
30plusRAbbi, on 21 January 2013 - 11:32 PM, said:
First, how in the world do machineguns have only a 90-meter effective range? Again, I realize that we're talking about folks in the 30th-31st Centuries with about 18th Century know-how. Got it. But seriously, I can reach out WELL beyond that with any $100 .22LR rimfire rifle, and some pistols of the same caliber. I've qualified dozens of times with an M-16, M-60, or M-249, at ranges of 50-600+ meters. And the 31st Century machinegun can't even scratch the paint at 200 meters, at a mass of give/take 440 kilograms?!?!?!?!?!?!?! The LORE is at fault here, as are original TT rules. Got it. PGI is not bound by blood and stone to that. Just sayin'... (The Browning M2 .50 MG can EASILY tag a car-sized target at 3/4-mile--our AC/20 cannot, nor can the AC/10...)
Second, bullet drop. If a round fired from a ballistic weapon is reaching the farther end of its range in flight, eventually sir Isaac Newton asserts himself. A tenth-grade (I was a VICTIM of our public school system, IMHO) understanding of physics tells me that the projectile, not accounting for aerodynamic considerations, should have fallen ~9.8 meters from its original line of fire per second of flight time, assuming a gravity equal to that of Earth (tons are a WEIGHT measure, in our case, not MASS--just sayin'). And yeah, other games built on CryEngine account for this, with varying degrees of realism.
Is MWO a pure simulator? Doubtful. So ultimate realism is out of the question, and I understand that. But it stand to reason that if I have to lead my target anyhow, then SOME physics have been considered in ballistic projectile trajectories and whatnot. So, are we seeing a step-by-step implementation of them, or is it that what we see is ALL that we get? Or something else?
I'm really just wondering, not criticising per se.
I <3 MWO!
God save the Queen!
Something!
Been thinking about how to respond to this. And I think I got it. There is a difference between being behind the iron sights of a weapon and trying to aim via tracer fire or coax. Even in the best of situations with a correctly bore sighted coax weapon using computer controlled ballistic compensation and laser range finding the rounds will impact a certain distance away from point of aim.
Additionally the effect of MG fire on an armored vehicle is negligable at best.
#55
Posted 24 January 2013 - 09:27 AM
HC Harlequin, on 23 January 2013 - 05:56 PM, said:
Thanks for crossing these, HC Harlequin. I'll join the discussion here.
I do agree that the easiest way to fix convergence would be to set it to the targeted mech. Easy mode. However, like others have said, ECM shouldn't foul up ballistics which it most definitely would do if targeting would set convergence.
I proposed a solution in the thread above. In a nutshell, your reticule would know whether you are moused over terrain or over a mech. Once converged on a mech, if you then moused over terrain (to lead the shot) there would be a delay that would hold onto the mech convergence value for some amount of time before starting to reset convergence to the terrain. Going from terrain to mech, you'd immediately start to acquire the convergence to the mech, but going from mech to terrain, you'd hold the mech value for a short duration before setting to the terrain to allow proper leading.
I imagine they'll start looking at convergence a lot more as the netcode gets more stable. Kinda worthless to find a solution that works on a broke system.
#57
Posted 24 January 2013 - 10:43 AM
#58
Posted 24 January 2013 - 01:56 PM
The LBX needs some love though. It is lots of fun to use and I enjoy using it, but it just leaves a bit to be desired. I have been running two on an atlas and find that marginally better than 1. I know the spread has been tightened a few times over the course of development but as. It is now, I still don't feel like using them less than 180 meters.
Aesthetically (and this really isn't important with everything else this game needs), I wish they were represented as they are in the novels. I don't have my books with me ATM but I seem to recall Stackpole describing Kai Allard-Liao's test run with YLW during the first Blood of Kerensky book as firing "a stream of depleted uranium projectiles" and that each "shot" of the auto cannon consisting of a cartridge of rounds that fire in a rapid burst and then reloads a new cartridge.... If memory serves, MW2 and 3 sorta represented them this way.
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