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ruthberg

Advanced Ballistics (WIP)

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I did not collaborate with the guys from AGM and I have not considered it so far.

Their ballistics code is different from mine. If you want to use both addons at once you would have to disable wind drift and advanced air drag in the userconfig file (advancedballistics_config.hpp).

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Thanks! That's exactly what I needed to know.

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this addon makes frames drop A LOT

With version 0.4 frames now drop noticeably less during heavy firefights.

effects of this addon are not visible for other players

With version 0.4 every player in a multiplayer game, who runs this addon, should now see the correct bullet fligth path, no matter who is shooting.

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Question for the future, regarding Marksman DLC, if it will include some changes to shooting will you update this addon to make it work with it?

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If time allows, then yes.

Edit: I just released version 0.6. New features:

The wind speed now varies with the height above ground and obstacles like buildings or certain terrain features can mitigate the wind.

You can now access a protractor to measure the inclination angle (default key combination: CTRL+SHIFT+K).

Edited by Ruthberg

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Guest

Thanks for informing us about the updated version :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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You are doing great job man, but still, my frames drop like hell when shooting AR or some kind of rapid fire weapon.

Have you considered adding sleep command to fnc_advanced_ballistics.sqf ?

Edited by gienkov

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I will add a config entry where you can disable it for full auto fire. And think about ways to optimize the code without making it inaccurate.

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@jakeryan760, it works just fine with 3rd party ammunition. For now the addon only reads the muzzle velocity and airFriction value from the config. Later it will also try to read the Stability Factor and information about the muzzle velocity variance due to ammo temperature changes.

Glad to know my values are not going to be overwritten by your mod, I really like the work you have put in, if at all possible I would like to make my ballistics values be as compatible with your mod as possible. Just remember 2 things regarding ballistics in ArmA III...

1. Body Armor covers the ENTIRE BODY, extremities included.

2. Body armor is a FLAT negation to damage output even if the bullet is capable of penetrating the soldier entirely.

If there is a way to fix this crap, we can get some really accurate results regarding ballistics in ArmA III. That being said, again I would like to keep in touch regarding your ballistics work just to ensure our work is as compatible as possible.

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You are doing great job man, but still, my frames drop like hell when shooting AR or some kind of rapid fire weapon.

Yep same here.

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if at all possible I would like to make my ballistics values be as compatible with your mod as possible.
I appreciate your efforts on trying to determine plausible airFriction, muzzle velocity and hit values.

This addon is supposed to work just fine with every possible ammo and rifle configuration.

Which cartridge or rifle you model in particular is entirely up to you.

In order to get the spin drift right we need at least the following additional information:

- Bullet length (ammo config)

- Bullet weight (ammo config)

- Rifle twist (weapon config)

- Twist direction (weapon config)

Edit: @Gerippe, version 0.7 adds a new config entry where you can disable the advanced ballistics calculations during full auto fire.

Edited by Ruthberg

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Great stuff.

I really wish this was all already built in to the engine though.

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Version 0.8 Changelog:

- Minor code change - required to fix an issue the ATragMX and Kestrel 4500 addons had, after using team switch in singleplayer

Version 0.7 Changelog:

- (Shift+K) wind reading is now also affected by the effect obstacles and terrain have on the wind

- Wind speed near the ground (< 20m) is now considerably slower in urban areas

- Temperature now varies with altitude

- Temperature and barometric pressure are now affected by weather changes

- Added a new config entry to the userconfig file, where you can disable the advanced ballistics during full auto fire

- Fixed advanced ballistics not being active after using team switch

Edited by Ruthberg

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Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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You could either disable wind drift and advanced air drag in the userconfig file (advancedballistics_config.hpp) or try to disable the AGM's ballistics code.

If you run both mods without any customization the wind drift is going to be excessive.

If you want to also use my Kestrel 4500 and ATragMX mods, then the only way would be to disable the AGM's ballistics code entirely.

However, I do not know if that is possible without without modifing or removing PBO files.

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I'm using AGM without AGM_Wind.pbo and AGM_Ballistics.pbo and it's working fine.

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I'm using AGM without AGM_Wind.pbo and AGM_Ballistics.pbo and it's working fine.

Ok. But are you using the Advanced Ballistics Mode I guess?. Can you confirm that is working fine?

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Haven't read the whole thread. Ballistics calculations, do they only apply to the player? I think applied on AIs this would melt the CPU.

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hi ruthberg,

thnx for effort in making those great mods for us. love them all.

can you please explain what the protractor shows? can't see any

changes on it.

would love to see a second input option in the mil settings

1. via key up, down ...

2. via direct input (mouseclick inside the menu and then number inputs)

ace for arma 2 dit it this way.

if 2 is not possible, a reset button to zero would be helpful or a extension to 1:

1.1 key up = 0.1 mil up

1.2 shift + key up = 1.0 mil up

and if possible please show both input pads at the same time.

moricky gives us the following stuff, maybe you can use some of them for your mods

https://mobile.twitter.com/KarelMoricky/status/489780726586671105/photo/1

looking forward to the ongoing development, special for the bulletinputs from spartan.

thnx again.

cheers

---------- Post added at 23:29 ---------- Previous post was at 23:24 ----------

right or not:

wind indicator shows a white circle = no wind input

does the wind change the direction? in my tests the wind

direction is always the same and does not change.

thnx for help!

cheers

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Is this not compatible with other maps? The bullets are hitting near my feet. Also the map I am using is Reshmaan Province.

Edited by Whiskey001

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@Whiskey001, are you using the latest version of CBA? This addon is compatible with all maps. But correct latitudes, map elevations and the advanced temperature simulation are only availible for some the most common maps. I will gradually expand the map database.

@johnnygitarr, thanks for the great suggestions. I am going to add key shortcuts for 1.0 mil steps. And display the elevation and windage settings in different colors.

A circle as wind indicator means unkown wind direction.

A white colored wind indicator means wind speed < 0.2 m/s.

This addon does not include a weather simulator. It uses the ArmA weather data (humidity, wind, overcast) as reference for its own calculations. This implies that you can use it together with other mods that manipulate ArmAs weather.

If you want dynamic wind and weather you have to either set it up manually (mission editor), or use a weather modification mod.

The protractor shows the inclination angle (elevation) of your rifle in degrees. You can also measure this angle by using a laser rangefinder with elevation output, or calculate it using: asin(height difference / target range in m)

Edited by Ruthberg

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