Sgt_Eversmann 1 Posted February 22, 2007 hi all, so I'm working on a UMP for ArmA and was experimenting abit with the config settings. I got abit confused by the minrange, midrange, maxrange settings and other things. so I thought about a tool, which has the data of all the real bullets and if you select a bullet it shows you the values you have to set in your ArmA config. This would make it easier to to get the right values for your weapons / ammo. eg, here Rifle ammo you see the values of the real bullets, now use that and make a tool which uses this values to calculate the values you have to use for ArmA. just an idea edit: for ideas on how to calculate stuff, let me know, I have someone who can write such a tool, he just needs examples and stuff. (he doesn't have ArmA). Greets Evers Share this post Link to post Share on other sites
Jackal326 1182 Posted February 22, 2007 Sounds like a good idea, would certainly get some use from me. Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted February 22, 2007 ye from me too, that's why I'm asking Share this post Link to post Share on other sites
granQ 293 Posted February 22, 2007 Yeap, but the maxrange, minrange is for the ai to know its stupid to use the pistol at 800 meter when you got a sniper rifle but to switch to pistol if the target is less then 30 meter or something like that. In ofp the only thing I think affect the ballistics for bullets are the initspeed, for grenades and lanuchers its harder, also the weight of the projectil and if it got a "rocket engine" of some kind. Wish to share a story of mine that gave me a smile, was doing config work for a swedish version of the MK19 (Grenadelauncher). Made a script that would give me the distance from bullet exit to where the grenade exploded and compare with time. Founded three values in a "field manual", maxrange, speed when it exited the barrel and time for it to reach max range. Configed the initspeed and tested.. fired grenade over the horizon and it was spot on. OFP calculations...sometimes Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted February 22, 2007 hmm so, could someone give me an example what I should use for a UMP? Wish ArmA Ballistics would be abit more precise as said before, suggestions and ideas would be cool Share this post Link to post Share on other sites
granQ 293 Posted February 22, 2007 hmm so, could someone give me an example what I should use for a UMP? so we are getting a bit off topic here? Quote[/b] ]class CfgMagazines { class Default; // External class reference class SgtE_UMP9_Magazine : Default { scope = protected; value = 1; displayName = ""; model = "\ca\weapons\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = false; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; type = 256; ammo = "B_9x19_Ball"; count = 30; initSpeed = 300; selectionFireAnim = "zasleh"; nameSound = ""; maxLeadSpeed = 23; }; }; I took 300, dont have the number for the UMP.. but guess something around there. for the cfgweapons maybe this would work fine. Quote[/b] ] minRange = 2; minRangeProbab = 0.1; midRange = 40; midRangeProbab = 0.7; maxRange = 150; maxRangeProbab = 0.05; Share this post Link to post Share on other sites
Control 0 Posted February 22, 2007 http://home.wanadoo.nl/jhogema/skeetn/pcb/pcb.htm Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted February 22, 2007 GranQ thank you so Initspeed is the "Mündungsgeschwindigkeit" (Muzzle Velocity ??)...aye ok. so we don't really need a tool because ArmA bullet physics are that simple? I'm abit confused now Share this post Link to post Share on other sites
Freshman 0 Posted February 22, 2007 A ballistic calculator isn't really neccesary because you can make simple tables with all the values. I posted some I made for WGL here have a look at it and you will see that its very simple to use and it works perefect. Share this post Link to post Share on other sites
granQ 293 Posted February 22, 2007 GranQ thank you so Initspeed is the "Mündungsgeschwindigkeit" (Muzzle Velocity ??)...aye ok. so we don't really need a tool because ArmA bullet physics are that simple? I'm abit confused now exactly, so just enter mündungeschwindigkiet and arma takes care of the rest. Share this post Link to post Share on other sites
general 0 Posted March 7, 2007 there's a program called robsoft which calculates ballistics. pretty good if you ask me, but then, I'm no expert robsoft ballistics Share this post Link to post Share on other sites