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Jon.33

Bullet speed question

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 I am going to bring up a topic that I had a query on back in Arma 2 days (I am the OP in the thread below)

 

 

It appeared that the ballistics were off in regards to round speed, this was fixed according to 'Maturin' in 2011

 

In regards to ARMA 3 as things stand currently (up to date patched steam version), are round speeds accurate ?

 

My initial concern in ARMA2 was that the dust script showed hits later than one would expect. This was the case and that hits were actually registered accurately.

 

 

 

I have done my own tests and round speeds (according to dust being visible) are a little slow - at least visually.

 

Are rounds registered as the below times show and is the dust script subsequently delayed a little ?   thanks all ....

One example , I have tested the MXM and it takes much closer to a second visually for the dust hit to appear at 500m than the stated 0.7 seconds.

 

On the below steam thread link someone states the following (back in 2014)

 

Arma 3 Most Realistic Military Simulator, Think Again!

Fellow Arma Fans, I regret to inform you but The Arma simulator is not As Realistic as we believe. I have been done two experiments in Arma 3, One to test the Gravitational pull and One to test the Velocity of the M320 LRR .408 Sniper Rifle. My tests show that The gravity in arma is 7.7 m/s to the 2nd power compared to earths gravity of 9.8 m/s to the 2nd power. For the 2nd test I found that The M320 LRR .408 in game has a Bullet Velocity of 541.2 m/s compared to the Real life version the Cheytac M200's 914.4 m/s. Because of the less Gravitational pull in the Game it would also effect bullet drop and The skydiving making it less realistic. The Snipers Bullet Velocity being off would also most likely mean that the others are off too.

 

 

Seconds question - Is gravity in ARMA 3 at stated above (at 7.7m/s squared) or the actual 9.81m/s squared. And is the M320 .408 a mere 541.2 m/s velocity wise ?

 

 

I am would be happy to hear that ARMA3 is currently accurate in regards to the above issues.

 

 

 

 

 

The reddit link below shows someone did tests as below

 

 

[–]DonJoe12 7 points 2 years ago* 

I'm sure you could find the muzzle velocities and other factors from configs and calculate the times properly, but for my poor math skills it was easier to just record the speeds with a script.

Weapon300m500m800m1000m1500m

ASP-1 Kir 12.7 mm1.32.55.1--

Cyrus 9.3 mm0.40.71.21.73.2

GM6 Lynx 12.7 mm0.40.71.41.93.7

Katiba 6.5 mm0.40.71.31.83.5

Katiba Carbine 6.5 mm0.40.81.41.93.8

M320 LRR .4080.30.61.01.42.4

MAR-10 .3380.30.61.11.52.6

Mk-I EMR 7.62 mm0.40.71.31.83.7

Mk14 7.62 mm0.40.71.42.04.1

Mk18 ABR 7.62 mm0.40.71.42.04.1

Mk20 5.56 mm0.40.71.52.14.7

Mk200 6.5 mm0.40.71.21.73.4

Mk20C 5.56 mm0.40.81.62.35.1

MX 6.5 mm0.40.81.42.03.9

MX SW 6.5 mm0.40.71.31.83.6

MXC 6.5 mm0.50.91.62.24.4

MXM 6.5 mm0.40.71.21.73.4

Navid 9.3 mm0.40.81.41.93.5

Rahim 7.62 mm0.40.81.62.35.1

SPMG .3380.40.71.31.73.0

TRG-20 5.56 mm0.40.81.62.35.0

TRG-21 5.56 mm0.40.71.42.14.6

Vermin SMG .45 ACP1.42.95.9--

Zafir 7.62 mm0.40.81.52.24.9

Vanilla magazines and no attachments.
A couple of them fell short and I didn't bother to go back and shoot again.

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[–]Malikalqahhar 2 points 2 years ago 

This. Exactly this. Thank you!!

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[–]woodysg 1 point 2 years ago 

Nicely done mate, are you willing to share your script?

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[–]DonJoe12 2 points 2 years ago* 

Sure:

this addaction ["Arsenal",{["Open",true] spawn bis_fnc_arsenal}]; this addeventhandler ["fired",{ _this spawn { _name = getText (configFile >> "CfgWeapons" >> (_this select 1) >> "displayname"); _bullet = _this select 6; _starttime = time; waituntil {_bullet distance player > 300 || !alive _bullet}; _t300 = time - _starttime; waituntil {_bullet distance player > 500 || !alive _bullet}; _t500 = time - _starttime; waituntil {_bullet distance player > 800 || !alive _bullet}; _t800 = time - _starttime; waituntil {_bullet distance player > 1000 || !alive _bullet}; _t1000 = time - _starttime; waituntil {_bullet distance player > 1500 || !alive _bullet}; _t1500 = time - _starttime; _result = format ["Weapon: %1, Distance 300m: %6, 500m: %2, 800m: %3, 1000m: %4, 1500m: %5",_name,_t500,_t800,_t1000,_t1500,_t300]; _resultlog = format [";%1;%7;%6;%2;%3;%4;%5",_name,_t500,_t800,_t1000,_t1500,_t300,_name]; systemchat _result; diag_log _resultlog; }; }];

Paste to player's init.
Shows the times in chat and writes them to RPT in case you want to import them to a spreadsheet for example. You should probably run this in VR world with highest possible fps to eliminate lag for more accurate results.

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Bullets have air resistance ingame. Air resistance method is not "true to reallife" because it is a simple formula - a necessary simplification.

Only wepaons that dont have air resistance are artillery weapons (155mm, mortar, ...)

There are projectile tracing scripts, use them if you want to examine ballistics.

 

Look in the config if you want values for muzzle velocity and air resistance.

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