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# Precision & Accuracy Analysis of Arma 3 Rifles (with ACE3 mod, Dagger mod, Massi Mod, Robert Hammer, RHS mod, R3F, etc)

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Dear Arma community,

Previously i've shared all my knowledge and information on ACE3 Sniper Tutorial & Specifications of all Military Sniper Rifles in BI Offtopic forum (attached below):

Now I'd like to share some reasearch i just made related to Arma 3 rifles performance.

Yes i did some thorough analysis on the precision & accuracy of Arma 3 Rifles (vanilla & mods). I tried to measure their performance by analyzing their shot-group (bullet dispersion) just like real snipers determine the accuracy of their guns.

I shot 40-shot group at their zero range (100 m) and 40-shot group at their maximum effective range. Then i calculated the analysis using a Gun Precision Calculator called "TARAN" to determine the in-game rifle's true precision & accuracy. Then I compared the in-game precision to real-life precision to see if the in-game rifles are overpowered or not.

There are Types of Rifles based on their Precision level:

1)    Benchrest Rifle --> Circular Error Probable = 0 MoA – 0.09 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 0 MoA - 0.23 MoA (0.00 inch - 0.23 inch at 100 yard)

2)    Precision Rifle --> Circular Error Probable = 0.1 MoA – 0.3 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 0.25 MoA - 0.76 MoA (0.25 inch - 0.76 inch at 100 yard)

3)    Sniper Rifle --> Circular Error Probable = 0.4 MoA - 0.6 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.00 MoA - 1.53 MoA (1.00 inch - 1.53 inch at 100 yard)

4)    Designated Marksman Rifle --> Circular Error Probable = 0.7 MoA – 0.9 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is about 1.78 MoA - 2.30 MoA (1.78 inch - 2.30 inch at 100 yard)

5)    Assault/Battle Rifle --> Circular Error Probable ≥ 1 MoA --> Shot Group / Shot Dispersion / Extreme Spread size is bigger than 2.54 MoA (2.54 inch at 100 yard)

here's all the videos & their analysis.

Sorry for not narrating the videos coz i don't got time :( Please check them all out & tell me if you think these rifles are overpowered or underpowered or spot on (in terms of Precision & Accuracy).

Let's start the discussion, shall we? :D

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CheyTac M200 Intervention

Precision & Accuracy of M200 Intervention in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIamtvMXlQRVZRVk0
Precision & Accuracy of M200 Intervention in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIMkpsblJXLURuTVU/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIMFFKS0ZoWEN5c1U/view
Conclusion --> SPOT ON!

CheyTac M200 Intervention (vanilla gun) with CheyTac 419 gr Lost River ammo -->

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AI AWM L115A3

Precision & Accuracy of AI AWM L115A3 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIU2dpZjc3Y0JFNzA
Precision & Accuracy of AI AWM L115A3 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxITGwybXB6dXdZWWM/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIZUk5R0ZnRzVzZ3c/view
Conclusion --> SLIGHTLY OVERPOWERED!

AI AWM L115A3 (from Dagger mod) with Berger 300 gr Hybrid OTM ammo -->

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Remington M2010 ESR & MSR

Precision & Accuracy of Remington MSR & M2010 ESR in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIY0lKVDAtLUx4UjQ
Precision & Accuracy of Remington MSR & M2010 ESR in Reality -->
MSR --> https://drive.google.com/file/d/0B-evVfZruOxIczd5eWoxWlRzb0E/view
ESR --> https://drive.google.com/open?id=0B-evVfZruOxIQlpRX3FiV3RkazQ
bullet drop, wind drift, & hit probability:
MSR --> https://drive.google.com/file/d/0B-evVfZruOxIQm5oMnJ3emhSd0k/view
ESR --> https://drive.google.com/open?id=0B-evVfZruOxITlB6TVVhYlBTYU0
Conclusion --> VERY SLIGHTLY UNDERPOWERED!

Remington MSR & M2010 ESR (from Red Hammer Studio mod) with M118LR ammo -->

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Remington M24 SWS

Precision & Accuracy of M24 SWS in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIYlZEWXdxYmhsZTQ
Precision & Accuracy of M24 SWS in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIX1ZCWUJua0VLNnc/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxITThKQ3BGUEZQa28/view
Conclusion --> VERY SLIGHTLY OVERPOWERED!

Remington M24 SWS (from Massi mod) with M118LR ammo -->

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USMC M40A5

Precision & Accuracy of M40A5 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIUklqMWVITDVBTTA
Precision & Accuracy of M40A5 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIYjF1SUVUM1JtNUE/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIZ0VhRWE4ZndQVXM/view
Conclusion --> SLIGHTLY OVERPOWERED (when using Match ammo)! & OVERPOWERED (when using standard ammo)!

USMC M40A5 (from Dagger mod) with M118LR ammo -->

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PGM Hecate 2

Precision & Accuracy of PGM Hecate 2 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIQ1BRV3lHYU1sV2M
Precision & Accuracy of PGM Hecate 2 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxISHNyRGt0bHZ4MGM/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIamlaa0h4TFcxRVk/view
Conclusion --> SPOT ON

PGM Hecate 2 (from R3F mod) with Hornady 750 gr Amax ammo -->

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Remington M24A2

Precision & Accuracy of M24A2 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIU1REXzRQZkp6STA
Precision & Accuracy of M24A2 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIRDExVDRnSjhiXzQ/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxITUxRNXlhUnR4NlU/view
Conclusion --> OVERPOWERED!

Remington M24A2 (from Dagger mod) with MK248 mod 0 ammo -->

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AK12

Precision & Accuracy of AK12 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIQnJqV1R5MDV3Z0U
Precision & Accuracy of AK12 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIRk8wUFVZMG1yR2M/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIckx1LTQ5VURxZW8/view
Conclusion --> SPOT ON!

AK12 (from Massi mod) with 7N6M ammo -->

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AK74M

Precision & Accuracy of AK74M in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIRkhCSUFmR18wZWM
Precision & Accuracy of AK74M in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIVF9fcWdhX2JacUU/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIcVJaenFWT1BqMnM/view
Conclusion --> SPOT ON

AK74M (from Red Hammer Studio mod) with 7N6M ammo -->

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M4A1

Precision & Accuracy of M4A1 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxISEFZSHRKSzVvaWM
Precision & Accuracy of M4A1 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIbVlNN3U2RGliVjQ/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIajRNQVdlQV91OGM/view
Conclusion --> SPOT ON

Colt M4A1 (from Massi mod) with M855 ammo -->

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M16A4

Precision & Accuracy of M16A4 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIMFpYMXcwc3czOWM
Precision & Accuracy of M16A4 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIbHNwYVNuWmM5ZkU/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIR2h3OTVNM3RXRUk/view
Conclusion --> VERY OVERPOWERED!

Colt M16A4 (from Red Hammer Studio mod) with M855 ammo -->

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Dragunov SVDS

Precision & Accuracy of Dragunov SVDS in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIZzRhNl92cFBXZmM
Precision & Accuracy of Dragunov SVDS in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIS09BNU5sc3B1Uzg/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIUlVVa29ZQ0x6SzQ/view
Conclusion --> SPOT ON!

Dragunov SVDS (from Red Hammer Studio mod) with 7N1 ammo -->

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Lee Enfield No.4

Precision & Accuracy of Lee Enfield in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIaEo0ak9fbkxuQ2M
Precision & Accuracy of Lee Enfield in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIZVBjcDhnWkp2d2s/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIX0J3M2dzWWVXZ0E/view
Conclusion --> SLIGHTLY OVERPOWERED!

Lee Enfield No.4 (from Massi mod) with Mark VII ammo -->

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KAC SR25

Precision & Accuracy of SR-25 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxINV92REFfTWlPREU
Precision & Accuracy of SR-25 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIbTI1djJXTlY0dFE/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view
Conclusion --> SLIGHTLY UNDERPOWERED

KAC SR-25 (from Massi mod) with M118LR ammo -->

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USMC SAM-R

Precision & Accuracy of SAM-R in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIVmlacnV5bHBXYzA
Precision & Accuracy of SAM-R in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIQkp0eEpfU29RSkk/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIaDRmcENBckNzZVE/view
Conclusion --> OVERPOWERED!

USMC SAM-R (from Robert Hammer mod) with MK262 mod 1 ammo -->

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KAC SR25

Precision & Accuracy of SR-25 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIVlpmcXc0UFlwZUU
Precision & Accuracy of SR-25 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIOWlTV29BRF9RR28/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view
Conclusion --> SPOT ON!

KAC SR-25 (from Red Hammer Studio mod) with M118LR ammo -->

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KAC M110

Precision & Accuracy of M110 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIb05JdGl1blZYdFk
Precision & Accuracy of M110 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIeGNwWUc5S0FHNXM/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIUHFsTWpKQ2JDMEk/view
Conclusion --> SLIGHTLY OVERPOWERED!

KAC M110 (from Robert Hammer mod) with M118LR ammo -->

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Remington 700

Precision & Accuracy of Remington 700 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIZFVTME5MWEtnQjg
Precision & Accuracy of Remington 700 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIYWR4WUhpX2owRlk/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxISGE5LVktMk5KakU/view
Conclusion --> SLIGHTLY OVERPOWERED!

Custom Remington 700 in 7 mm Rem Mag (from Dagger mod) with Berger 180 gr VLD ammo -->

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Remington 700

Precision & Accuracy of Remington 700 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIZE5EalpiWVVVbW8
Precision & Accuracy of Remington 700 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIQkdIVWhRTWx4Z1E/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIS0dMdl9sM0dOX2c/view
Conclusion --> SLIGHTLY OVERPOWERED!

Custom Remington 700 in 5.56x45 mm NATO (from Dagger mod) with Berger 90 gr VLD ammo -->

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NSWC MK12 mod 1 SPR

Precision & Accuracy of MK12 mod 1 SPR in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIOTVCTklFajY3Zms
Precision & Accuracy of MK12 mod 1 SPR in Reality --> https://drive.google.com/file/d/0B-evVfZruOxINGV2Z2k5X3UzSkU/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINjhiZjhEdkZZbkE/view
Conclusion --> SPOT ON!

NSWC MK12 mod 1 SPR (from Robert Hammer mod) with MK262 mod 1 ammo -->

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KAC SR25

Precision & Accuracy of KAC SR-25 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxINVVXZzRYSGIzR0U
Precision & Accuracy of KAC SR-25 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIUl9STHltUTFXSm8/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view
Conclusion --> SLIGHTLY OVERPOWERED!

KAC SR-25 (from Robert Hammer mod) with M118LR ammo -->

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Barrett M107

Precision & Accuracy of M107 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIM1FLQ2hycUNrWDg
Precision & Accuracy of M107 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxISkZjQWwtbjJoWHc/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIZ3NDa3FRRXBIMG8/view
Conclusion --> VERY OVERPOWERED!

Barrett M107 (from Massi mod) with MK211 mod 0 Raufoss ammo -->

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KAC M110

Precision & Accuracy of KAC M110 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIYm96ZnhlUEVUSkk
Precision & Accuracy of KAC M110 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIVDV3bEQwbGgtR0k/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIUHFsTWpKQ2JDMEk/view
Conclusion --> SLIGHTLY UNDERPOWERED!

KAC M110 (from Massi mod) with M118LR ammo -->

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H&K HK417

Precision & Accuracy of H&K HK417 in Arma 3 --> https://drive.google.com/drive/folders/0B-evVfZruOxIb2xSQlpCUFNEcEU
Precision & Accuracy of H&K HK417 in Reality --> https://drive.google.com/file/d/0B-evVfZruOxIRFFUdDdpdUo4Tkk/view
bullet drop, wind drift, & hit probability --> https://drive.google.com/file/d/0B-evVfZruOxIWEtrc2llbXFaeDg/view
Conclusion --> SLIGHTLY UNDERPOWERED!

H&K HK417 (from Massi mod) with M118LR ammo -->

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Here's all my "Arma 3 Rifles Precision & Accuracy Analysis" -->

Here's my video channel --> https://www.youtube.com/channel/UCx6ZpuRmlNlAhAgha9zthbw

it's a non-commercial channel exclusively all about Arma 3 ACE3 Sniper videos.
i always put all the complete weapon specification & ballistics analysis in the video description.
i hope you all can learn long range precision shooting from that channel.

Please share all the knowledge with other!!! coz knowing is half the battle ;)

• 12

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Nice work man!

Tks for using the mod!

I will release an update for the mod on the following days and I will tune dispersion slightly down to reach your spot on standards.

For any possible tests one may come to do in the future, they should use DGR ammo with DGR rifles (I think you already do that right?), just to avoid false positives and false negatives. Vanilla or ACE ammo may have higher or lower velocities, which affects vertical dispersion.

Also notice that the game's engine adds a hardcoded randomness to bullets leaving the muzzle. We modders have no control over it. Anyone out there knows how to edit this parameter?

A2 had a dispersion parameter in ammo and another dispersion parameter in rifle, both summing to each other but, A3 has it only on the rifle.

Also, be aware that, when ACE Advanced Ballistics module is active, bullets should suffer a random dispersion when entering the transonic region (408m/s). Problem is that many mods are not using this parameter or use it a multiplier by 1 while DGR uses it as a multiplier by 0.5 for example. So, expect extra dispersion in extended range when using DGR ammo, just like in real life. Some calibers like the .408 have lower transonic dispersion because it was made for extended range.

DGR rifles may not have exactly the same twist rate and barrel length as your real life references so, a comparison to real life ones may loose a bit of meaning but, it still remains very interesting indeed. I have used some references of the civilian market but, if you think something is very off then, just let me know.

We may have some accuracy error (not precision error) because of the prone shooting stance. It means that, when we are prone, the target's bull's eye is a bit above us (considering the dummy is on the same plane, like making the test on Altis salt plains or a runway), causing the shot to hit a bit high. It is not a problem when we are calculating shot groups (precision) though.

All of the best!

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New ACE version 3.11 contains A LOT of improvements in AB. The MRAD conversion of scope zeroing was wrong. Scope height above bore was wrong. G7 coefficient was off by quite a bit. I think also some spin drift issues.
https://github.com/acemod/ACE3/pull/5651
https://github.com/acemod/ACE3/pull/5650
https://github.com/acemod/ACE3/pull/5648
https://github.com/acemod/ACE3/pull/5640
https://github.com/acemod/ACE3/pull/5566 (the biggest one)

We are actually still working on some very minor things. But the major things are all in 3.11
With the new fixes you should recheck everything that showed accuracy problems. That might be fixed now.

We have a completly new way of measuring the scope and rail height which is as precise as you can possibly get. Before we were just guessing. All ACE configs and compats supplied by ACE were updated using the new method. So I'm not sure if Dagger Mod needs updating.
@quickdagger If you want advice on that message me here on ask on ACE Slack.

M2010 is my main weapon btw and it has M118 Ammo. Not M118LR. Buuut Due to my magazineGroup fix (https://feedback.bistudio.com/T82996#1650367) we might get the ability to use real M118LR soon.

Also with the new changes in 3.11 we are now spot on with external ballistics calculators like JBM Ballistics or Strelok(Which I use personally).

Just talked with the AB maintainer and we would love to get in contact with you to make Advanced ballistics better.

Quote

I guess we should overwork the 'precision' of the rifles based on his data.

We're using guessed values on almost all rifles right now.
Because nobody ever cared to fix it.
Nor had data to fix it.

Would be awesome if you could visit the ACE Slack we need someone like you.

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thank you so much for the comments, guys! I really appreciate it ;)

I really hope someday ACE3 will be able to include all the ballistic aspects to improve the realism of its long range shooting ^_^ i'd like to share a lil bit of my knowledge about Long Range Shooting. Hopefuly this can be a useful feedback for ACE3 team & Arma devs....And hopefully this can be implemented into Arma 3 or their future installment.....

As far as i know:

There are 2 insanely important things in Long Range Precision Shooting world, which are the Precison & Accuracy!

In reality, PRECISION (shot dispersion/shot group size) will be determined by these 4 INTERNAL BALLISTIC aspects:

1. Shooter Precision --> Stability & Consistency of the shooter when pulling the trigger & delivering the shot, in order to achieve Natural point of aim!

The shooter needs to consider these: Shooting Stances, Weapon Resting, Scope Cant Error, Breath Control, Trigger Control, etc.

2. Scope Precision --> Lens Size & Quality, Focal Plane, Zoom Range, Field of View, Eye Relief, Paralax Adjustment, the Trueness of the Adjustment Knob, Scope Height, etc

3. Rifle Precision --> the Rifle gotta have good Rifle Vibration / Rifle Harmonics to achieve tight shot group

a. Barrel Harmonics/Vibration/Whip:

- Barrel Material --> Stainless steel, Chrome Moly, etc

- Barrel Shape & Contour --> Straight Cylinder, Straight Tapered / Match Heavy Barrel / Tactical Contour, Palma, Sporter, etc

- Barrel Dimension --> Barrel Overall Length; Length & Diameter of Cylinder (Chamber Room); Length & Diameter of Muzzle; Diameter of Bullet; Bore, Land & Groove profile (Number & Width); Rifling Twist Rate & Direction; Barrel Flutes profile (Number, Width, Length, Depth)

d. Trigger

e. Action --> Bolt Action is always a more accurate system than Automatic Action!

f. Tactical Stock --> Free Floated Barrel & Stock

g.  Rifle Bedding --> Fill the gaps between the Action & the Stock

h. Bipod

i. Muzzle Brake

j. Suppressor

4. Ammo Precision --> Stability & Consistency of the ammo cartridge to deliver consistent Muzzle Velocity from shot to shot) à the ammo cartridge gotta have stable and consistent muzzle velocity (with very small variation in each shot) to achieve tight shot group (small bullet dispersion)

a. Cartridge

- Primer

- Case (Length & Max capacity)

- Cartridge Overall Length

- Projectile Seating Depth

- Powder Brand

- Min & Max Powder Charge

- Min & Max Chamber Pressure

- Optimal Charge Weight (correspond to its Optimal Barrel Time)

- Case Filling / Loading Ratio

- Useable Case Capacity

b. Projectile

- Caliber/Diameter

- Projectile Mass

- Projectile Length

- Ballistics Coefficients (G1 or G7)

- Projectile Stability

- Projectile Shape & Dimension (Ogive, Boat Tail, etc)

- Optimal Muzzle Velocity (correspond to its Optimal Charge Weight & Optimal Barrel Time)

- Muzzle Velocity Shift (due to Air Temperature & Powder Burn Rate)

- Muzzle Velocity per added Barrel Length

- Muzzle Velocity Standard Deviation (in every shot)

- BC Error (in every shot)

In reality, ACCURACY (The trueness & stability of the curve of the projectile trajectory! or The discrepancy between Point of Aim and Point of Impact) will be determined by these 3 EXTERNAL BALLISTIC aspects:

1. Target Data

- Target Range

- Target Movement Speed

- Angle of Firing --> less bullet drop when you’re shooting at an angle

- Latitude & Azimuth --> for calculating Coriolis Effect

- Wind Direction & Wind Speed --> Uprange Wind & Downrange Wind

2. Atmospheric Data

- Air Pressure --> The thicker the air (higher air pressure),  the more your bullet will drop. The thinner the air (lower air pressure), the less your bullet will drop.

- Air Temperature --> The cooler the air,  the more your bullet will drop. The hotter the air, the less your bullet will drop. Air temperature also greatly affects the Internal Ballistics (it affects powder burn rate which shifts your Muzzle Velocity)

- Relative Humidity --> more humidity, less bullet drop

3. Firing Solution

- Elevation Adjustment (including Vertical Coriolis) in Miliradian or Minute of Angle

- Spin Drift Adjustment (including Horizontal Coriolis) in Miliradian or Minute of Angle

- Windage / Wind Drift Adjustment in Miliradian or Minute of Angle

Good Shooting!

-Best Sniper Simulator-

p.s.: How do i know the real precision (shot dispersion) of the actual rifles? I collected their ballistic data from military forum and i calculated them with QuickLOAD & Taran software :)

Yes, i would really love to join ACE3 Slack discussion ^_^ How to join?

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Already Linked you to ACE Slack ;) https://slackin.ace3mod.com/ #advanced_ballistics channel
We are currently working on giving the rifles we control a little more Real-life like precision.

Accuracy wise we are almost perfect already.

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On 29/10/2017 at 6:43 PM, dedmen said:

Already Linked you to ACE Slack ;) https://slackin.ace3mod.com/ #advanced_ballistics channel
We are currently working on giving the rifles we control a little more Real-life like precision.

Accuracy wise we are almost perfect already.

absolutely love to join you and the ACE team on Slack discussion ^_^

So do i just have to give my email address to Slack and they'll send me an invitation?

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you could have saved yourself a lot of time by looking up the weapon configuration values... just saying.

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Nah i wanna do it like real long range shooters do ;)  #JustKidding lol XD

I just wanted to try that precision calculator (Taran) and use it to measure the actual rifles performance (shot dispersion / group size) in Arma 3.

All this time, i've even gathered all the ballistics & weapon data by analyzing those rifles & ammo with my ballistics calculator.

I collected the actual trajectory data (real bullet drop & drift) and then use it to true the ballistics data in my calculator :)

But to be perfectly honest, i really don't know how to look up the weapon configuration values lol XD

How can i do that? :/ #ShameOnMe #I'mNoob

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Checking the configs is just a reference, but imho not the whole thing.

It is not because it is in the configs that it will happen as our interpretation of the configs. I have many examples about that:

1) Vanilla's zero range in the configs is not the same zero range in game, for many rifles.

2) You expect gravity = 9.81 to produce realistic results but it doesn't, because of frame rate and simulation step.

3) If you shoot straight up, bullets will not decelerate. At least on previous versions.

I highly encourage testers to do empiric tests, like the ones you have done, because this is the only way to find out the situations where the configs don't work as expected. And then, use those experiments to suggest fixes, which is what we are doing at ACE.

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On 12.11.2017 at 11:14 AM, quickdagger said:

1) Vanilla's zero range in the configs is not the same zero range in game, for many rifles.

For example? The only case where zero range is not like in the weapon config is when there is a scope mounted with different zero values (which is in turn defined in the scope's config class). So this seems to be just a lack of understanding as far as i can judge.

When dealing with 3rd party ballistics code, and the creators do not validate it properly, then i guess beeing carefull about config values not having effects one would expect is true. But for vanilla this is generally not the case (some oddities exist however). Even so, you only have to validate the config parameter once. You don't have to test 5 different weapons to make sure it works as you expect. You only need 1 test and based on that can deduct what the other weapons do based on their config parameter differences.

Quote

But to be perfectly honest, i really don't know how to look up the weapon configuration values

How can i do that? :/

in Eden Editor, there is a configViewer /cfgViewer button where you can browse all ingame config classes (also in ESC menue, when debug console is activated). Alternatively you can download an all-in-one config text file (a single textfile with all config entries of the game compiled into one) - makes searching for a specific class easier because you can use standard text-editors search functions (notepad++ etc). https://forums.bistudio.com/forums/topic/191737-updated-all-in-one-config-dumps/

To learn about the config parameters you can look into the Biki (e.g. https://community.bistudio.com/wiki/CfgWeapons_Config_Reference ) - that said, not all parameters are written down in the biki, because BIS themself did not update it in the past. Newer things they write down, but older stuff not so much. The Arma 3 Samples (on Steam tools) have configs with commentary what stuff does as well.

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20 hours ago, x3kj said:

For example? The only case where zero range is not like in the weapon config is when there is a scope mounted with different zero values (which is in turn defined in the scope's config class). So this seems to be just a lack of understanding as far as i can judge.

Really? :/ I mount the vanilla scope on vanilla rifles and still they don't zero perfectly :( Do they have different zero values?

As Dagger said, I prefer doing empiric tests because it's the only way to find out the real situations :) I know It sounds troublesome but it feels awesome :D

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The zero range is a parameter in the scopes config, so does the scope height parameter.

If the memory point in the 3D scope model doesn't match exactly the same parameter in the configs then you will have a difference between the config zero and the in game zero.

ACE team is already aware of this problem and they have already fixed it. Just wait for ACE V3.12.

They have also fixed other important features to long range shooters. Please, wait for the next release to know more about it.

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4 hours ago, Best Sniper Simulator said:

Really? :/ I mount the vanilla scope on vanilla rifles and still they don't zero perfectly :( Do they have different zero values?

weapon and scope zero in vanilla only compensate for distance, not for scope/sight heigth offset

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Outstanding submission, mate. I have been looking for the most realistic sniper experience on the web.....surely this is it. How do I get involved.....just want to spend some placid time plinking? Also.....has anyone ever created an online "Camp Perry" or Wimbledon Cup server/competition?

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On 11/12/2017 at 11:14 AM, quickdagger said:

2) You expect gravity = 9.81 to produce realistic results but it doesn't, because of frame rate and simulation step.

I would be very surprised if the physics calculations are updated by variable framerate, in fact I don't believe that. Visual updates are updated with each frame, but calculations should be done with fixed update determined by delta time method. Else all physics would be completely broken.

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On 15/3/2018 at 10:05 PM, Rowdyboi said:

Outstanding submission, mate. I have been looking for the most realistic sniper experience on the web.....surely this is it. How do I get involved.....just want to spend some placid time plinking? Also.....has anyone ever created an online "Camp Perry" or Wimbledon Cup server/competition?

Omfg mate, I would really love to see Wimbledon Cup in Arma Community! ^_^ That would be insanely awesome! \m/

Can anybody pass on this suggestion to the BI Devs? Let's make this happen!

Count me in, buddy! We shall see who's the best marksman in this simulator ;)

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hahahah, yeah it would be nice man!

I have started a multiplayer's world's sniper competition mission but i gave up. I don't want to invest time on mission creation but I can share my progress with anyone willing to take an effort on it.

I think it deserves some scripting like accounting points for every range, some travel between ranges, etc.

You just pm me and I send you the base mission right away.

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