Jump to content
Sign in to follow this  
Sgt_Eversmann

A tool for calculatin ballistics

Recommended Posts

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 huh.gif

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 smile_o.gif

Share this post


Link to post
Share on other sites

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.

inlove.gif OFP calculations...sometimes

Share this post


Link to post
Share on other sites

hmm so, could someone give me an example what I should use for a UMP?

Wish ArmA Ballistics would be abit more precise confused_o.gif

as said before, suggestions and ideas would be cool smile_o.gifwelcome.gif

Share this post


Link to post
Share on other sites
hmm so, could someone give me an example what I should use for a UMP?

so we are getting a bit off topic here? wink_o.gif

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

GranQ thank you smile_o.gif

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

sad_o.gif

Share this post


Link to post
Share on other sites

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 thank you smile_o.gif

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

sad_o.gif

exactly, so just enter mündungeschwindigkiet and arma takes care of the rest.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×