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Fuzzy Bandit

Calculating Terminal Velocity

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Hello!

A small bombardment of questions for some budding mathematics genius.

I kinda want to calculate the terminal velocity of any object in the game. Now I've never really ventured into all the cfgVehicles stuff, but does each object have a mass? If so, would it be possible to calculate terminal velocity? Or does the game just not support that?

I understand the formula for Terminal Velocity is:

Vt = sqrt[ (2mg) / (pACd)

Where:

Vt = terminal velocity

m = mass

g = acceleration due to gravity

p = density of fluid [air]

A = relative area

Cd = coefficient of drag

So... is it possible?

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If not, you could get the bounding box of the object and make an educated guess as to both it's mass and drag based on that and it's class (eg, a plane would have more drag and less weight-to-surface-area, than a tank).

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I would not say it is impossible to compute / simulate terminal vector, as I did not really gave it a try.

But I doubt that you can use the above formula, since it considers physics that are simply not simulated within the engine, as, for example, aerodynamics.

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Well, through ham-handed testing*, I'm pretty sure the terminal velocity of an M119's HE shell ("ARTY_Sh_105_HE") is around 160.645 m/s.

Is there an entry in cfgVehicles for this object? Or is it under a larger umbrella e.g. "shells"?

If I can get the weight or something along those lines, I might be able to play around with calculations until I get one that seems to end up with terminal velocity. :D

*Just wrote a little script that spawned the object 50,000 metres in the air, and then kept track of it's height and velocity. It seemed to stop on 160.645 for about 10,000 metres, so I'm pretty sure that's its terminal velocity!

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*Just wrote a little script that spawned the object 50,000 metres in the air, and then kept track of it's height and velocity. It seemed to stop on 160.645 for about 10,000 metres, so I'm pretty sure that's its terminal velocity!

Do that so it cycles through every object in the game and outputs the result into arma.rpt in a format you can just copy/paste into an array... it'd be a big array...

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kinda want to calculate the terminal velocity of any object in the game. Now I've never really ventured into all the cfgVehicles stuff, but does each object have a mass? If so, would it be possible to calculate terminal velocity? Or does the game just not support that?

Mass would be defined in the model (p3d). Either as a whole, or for each selection/vertex. No way to read it with scripting commands.

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Do that so it cycles through every object in the game and outputs the result into arma.rpt in a format you can just copy/paste into an array... it'd be a big array...

That's a fine idea, and even if it was a HUGE array, one could extract elements from it when required, or just publish it on ArmAholic for reference. This is, however, excepting the fact that for the object to reach terminal velocity it has to fall for quite a long time. Maybe 1 to 2 minutes per object. That's a lot of time...

A list is here.

---------- Post added at 18:48 ---------- Previous post was at 18:19 ----------

Ok just updating ya'll as I go. Here's an array of all the ammo classes:

weaponArray = [
"access",
"Default",
"MissileCore",
"BombCore",
"LaserBombCore",
"RocketCore",
"BulletCore",
"ShellCore",
"GrenadeCore",
"TimeBombCore",
"PipeBombCore",
"MineCore",
"FlareCore",
"SmokeShellCore",
"FakeAmmo",
"BulletBase",
"FlareBase",
"B_9x18_Ball",
"B_9x18_SD",
"B_9x19_Ball",
"B_9x19_SD",
"B_45ACP_Ball",
"B_545x39_Ball",
"B_545x39_SD",
"B_556x45_Ball",
"B_556x45_SD",
"B_9x39_SP5",
"B_12Gauge_74Slug",
"B_762x39_Ball",
"B_762x51_Ball",
"B_762x51_3RndBurst",
"B_762x51_noTracer",
"B_762x54_Ball",
"B_762x54_noTracer",
"B_77x56_Ball",
"B_127x99_Ball",
"B_127x99_Ball_noTracer",
"B_127x107_Ball",
"B_127x108_Ball",
"B_127x108_APHE",
"B_145x115_AP",
"B_20mm_AP",
"B_20mm_AA",
"B_23mm_AA",
"B_23mm_HE",
"B_23mm_AP",
"B_23mm_APHE",
"B_25mm_HE",
"B_25mm_HEI",
"B_25mm_APDS",
"B_30mm_AP",
"B_30mmA10_AP",
"B_30mm_HE",
"B_30mm_AA",
"GrenadeBase",
"G_30mm_HE",
"G_40mm_HE",
"F_40mm_White",
"F_40mm_Green",
"F_40mm_Red",
"F_40mm_Yellow",
"ShellBase",
"Sh_105_HE",
"Sh_100_HE",
"Sh_120_HE",
"Sh_120_SABOT",
"Sh_122_HE",
"Sh_125_HE",
"Sh_125_SABOT",
"Sh_85_HE",
"Sh_85_AP",
"RocketBase",
"G_Camel_HE",
"R_Hydra_HE",
"R_57mm_HE",
"R_80mm_HE",
"R_S8T_AT",
"R_M136_AT",
"R_RPG18_AT",
"R_PG7V_AT",
"R_PG7VL_AT",
"R_PG7VR_AT",
"R_OG7_AT",
"R_PG9_AT",
"R_OG9_HE",
"R_SMAW_HEDP",
"R_SMAW_HEAA",
"R_GRAD",
"R_MLRS",
"MissileBase",
"M_Javelin_AT",
"M_Stinger_AA",
"M_Sidewinder_AA",
"M_Sidewinder_AA_F35",
"M_Strela_AA",
"M_Igla_AA",
"M_AT5_AT",
"M_AT13_AT",
"M_TOW_AT",
"M_TOW2_AT",
"M_AT10_AT",
"M_AT11_AT",
"M_Hellfire_AT",
"M_Vikhr_AT",
"M_Maverick_AT",
"M_R73_AA",
"M_Ch29_AT",
"M_AT2_AT",
"M_AT6_AT",
"M_AT9_AT",
"M_9M311_AA",
"Bo_GBU12_LGB",
"Bo_GBU12_LGB_F35",
"Bo_FAB_250",
"Bo_Mk82",
"Grenade",
"GrenadeHand",
"GrenadeHandTimedWest",
"GrenadeHandTimedEast",
"GrenadeHand_stone",
"SmokeShell",
"G_40mm_Smoke",
"G_40mm_SmokeRed",
"G_40mm_SmokeGreen",
"G_40mm_SmokeYellow",
"SmokeShellRed",
"SmokeShellGreen",
"SmokeShellYellow",
"SmokeShellPurple",
"SmokeShellBlue",
"SmokeShellOrange",
"SmokeShellVehicle",
"FlareCountermeasure",
"TimeBomb",
"PipeBomb",
"Mine",
"MineE",
"FuelExplosion",
"Laserbeam",
"HelicopterExploSmall",
"HelicopterExploBig",
"SmallSecondary",
"SmokeLauncherAmmo",
"FlareLauncherAmmo",
"B_30x113mm_M789_HEDP",
"ARTY_Sh_Base",
"ARTY_Flare_Small",
"ARTY_Flare_Medium",
"ARTY_Sh_Base_NET",
"ARTY_Sh_105_NET",
"ARTY_Sh_105_NET_NOFX",
"ARTY_Sh_105_LASNET",
"ARTY_Sh_122_NET",
"ARTY_Sh_122_NET_NOFX",
"ARTY_Sh_122_LASNET",
"ARTY_Sh_81_NET",
"ARTY_Sh_82_NET",
"ARTY_Sh_120_NET",
"ARTY_Sh_227_NET",
"ARTY_Sh_105_HE",
"ARTY_Sh_105_WP",
"ARTY_Sh_105_SADARM",
"ARTY_Sh_105_LASER",
"ARTY_Sh_105_ILLUM",
"ARTY_Sh_105_SMOKE",
"ARTY_Sh_81_HE",
"ARTY_Sh_81_WP",
"ARTY_Sh_81_ILLUM",
"ARTY_R_227mm_HE_Rocket",
"ARTY_R_227mm_HE",
"ARTY_Sh_122_HE",
"ARTY_Sh_122_WP",
"ARTY_Sh_122_SADARM",
"ARTY_Sh_122_LASER",
"ARTY_Sh_122_ILLUM",
"ARTY_Sh_122_SMOKE",
"ARTY_SADARM_PROJO",
"ARTY_SADARM_NET",
"ARTY_SADARM_BURST",
"ARTY_SmokeShellWhite",
"ARTY_Sh_82_HE",
"ARTY_Sh_82_WP",
"ARTY_Sh_82_ILLUM",
"ARTY_R_120mm_HE_Rocket",
"ARTY_R_120mm_HE",
];

---------- Post added at 19:56 ---------- Previous post was at 18:48 ----------

Ok here's the code I'm using to fetch the terminal velocity.

_weaponArray = [
"ARTY_Sh_105_HE",
"ARTY_Sh_122_HE",
"ARTY_Sh_122_WP",
"ARTY_Sh_122_SADARM",
"ARTY_Sh_122_LASER",
"ARTY_Sh_122_ILLUM",
"ARTY_Sh_122_SMOKE",
"ARTY_SADARM_PROJO",
"ARTY_SADARM_NET",
"ARTY_SADARM_BURST",
"ARTY_SmokeShellWhite",
"ARTY_Sh_82_HE",
"ARTY_Sh_82_WP",
"ARTY_Sh_82_ILLUM",
"ARTY_R_120mm_HE_Rocket",
"ARTY_R_120mm_HE",
"B_9x18_Ball",
"B_9x18_SD",
"B_9x19_Ball",
"B_9x19_SD",
"B_45ACP_Ball",
"B_545x39_Ball",
"B_545x39_SD",
"B_556x45_Ball",
"B_556x45_SD",
"B_9x39_SP5",
"B_12Gauge_74Slug",
"B_762x39_Ball",
"B_762x51_Ball",
"B_762x51_3RndBurst",
"B_762x51_noTracer",
"B_762x54_Ball",
"B_762x54_noTracer",
"B_77x56_Ball",
"B_127x99_Ball",
"B_127x99_Ball_noTracer",
"B_127x107_Ball",
"B_127x108_Ball",
"B_127x108_APHE",
"B_145x115_AP",
"B_20mm_AP",
"B_20mm_AA",
"B_23mm_AA",
"B_23mm_HE",
"B_23mm_AP",
"B_23mm_APHE",
"B_25mm_HE",
"B_25mm_HEI",
"B_25mm_APDS",
"B_30mm_AP",
"B_30mmA10_AP",
"B_30mm_HE",
"B_30mm_AA",
"G_30mm_HE",
"G_40mm_HE",
"F_40mm_White",
"F_40mm_Green",
"F_40mm_Red",
"F_40mm_Yellow",
"Sh_105_HE",
"Sh_100_HE",
"Sh_120_HE",
"Sh_120_SABOT",
"Sh_122_HE",
"Sh_125_HE",
"Sh_125_SABOT",
"Sh_85_HE",
"Sh_85_AP",
"G_Camel_HE",
"R_Hydra_HE",
"R_57mm_HE",
"R_80mm_HE",
"R_S8T_AT",
"R_M136_AT",
"R_RPG18_AT",
"R_PG7V_AT",
"R_PG7VL_AT",
"R_PG7VR_AT",
"R_OG7_AT",
"R_PG9_AT",
"R_OG9_HE",
"R_SMAW_HEDP",
"R_SMAW_HEAA",
"R_GRAD",
"R_MLRS",
"M_Javelin_AT",
"M_Stinger_AA",
"M_Sidewinder_AA",
"M_Sidewinder_AA_F35",
"M_Strela_AA",
"M_Igla_AA",
"M_AT5_AT",
"M_AT13_AT",
"M_TOW_AT",
"M_TOW2_AT",
"M_AT10_AT",
"M_AT11_AT",
"M_Hellfire_AT",
"M_Vikhr_AT",
"M_Maverick_AT",
"M_R73_AA",
"M_Ch29_AT",
"M_AT2_AT",
"M_AT6_AT",
"M_AT9_AT",
"M_9M311_AA",
"Bo_GBU12_LGB",
"Bo_GBU12_LGB_F35",
"Bo_FAB_250",
"Bo_Mk82",
"Grenade",
"GrenadeHand",
"GrenadeHandTimedWest",
"GrenadeHandTimedEast",
"GrenadeHand_stone",
"SmokeShell",
"G_40mm_Smoke",
"G_40mm_SmokeRed",
"G_40mm_SmokeGreen",
"G_40mm_SmokeYellow",
"SmokeShellRed",
"SmokeShellGreen",
"SmokeShellYellow",
"SmokeShellPurple",
"SmokeShellBlue",
"SmokeShellOrange",
"SmokeShellVehicle",
"FlareCountermeasure",
"TimeBomb",
"PipeBomb",
"Mine",
"MineE",
"FuelExplosion",
"Laserbeam",
"HelicopterExploSmall",
"HelicopterExploBig",
"SmallSecondary",
"SmokeLauncherAmmo",
"FlareLauncherAmmo",
"B_30x113mm_M789_HEDP",
"ARTY_Sh_Base",
"ARTY_Flare_Small",
"ARTY_Flare_Medium",
"ARTY_Sh_Base_NET",
"ARTY_Sh_105_NET",
"ARTY_Sh_105_NET_NOFX",
"ARTY_Sh_105_LASNET",
"ARTY_Sh_122_NET",
"ARTY_Sh_122_NET_NOFX",
"ARTY_Sh_122_LASNET",
"ARTY_Sh_81_NET",
"ARTY_Sh_82_NET",
"ARTY_Sh_120_NET",
"ARTY_Sh_227_NET",
"ARTY_Sh_105_WP",
"ARTY_Sh_105_SADARM",
"ARTY_Sh_105_LASER",
"ARTY_Sh_105_ILLUM",
"ARTY_Sh_105_SMOKE",
"ARTY_Sh_81_HE",
"ARTY_Sh_81_WP",
"ARTY_Sh_81_ILLUM",
"ARTY_R_227mm_HE_Rocket",
"ARTY_R_227mm_HE"
];

_pos = [0, 0, 50000];
_count = 0;
for "_i" from 0 to (count _weaponArray) do {
_chosen = (_weaponArray select _i);
_obj = createVehicle [_chosen, _pos, [], 0, "NONE"];
_obj setVectorUp [0.001, 0.001, -1];
_obj setVelocity [0, 0, -200];
sleep 30;
hintSilent parseText format ["<t color='#FFFF00'><t size='2.2'><t align='center'>Terminal Velocity</t></t></t><br/>
~~~~~~~~~~~~~~~~~~~~~~~~~<br/>
<t color='#99D5FF'>Ammo</t><t color='#FFFFFF'>: %1</t><br/>
<t color='#99D5FF'>Velocity</t><t color='#FFFFFF'>: %2</t>",
_chosen,
(velocity _obj select 2)
];
diag_log format ["[""%1"", %2],", _chosen, (velocity _obj select 2)];
};

I'm doing it right now in 30 second intervals, and the values seem to be coming out within ~5m of the values I'd achieved through singular testing. That's accurate enough for me.

If anybody wants to do it properly, set the time to ~5 minutes per ammo type.

Edited by Fuzzy Bandit

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One way to speed that up...

Put InTheAir = 0; at the start... then:

for "_i" from 0 to (count _weaponArray) do {
_chosen = (_weaponArray select _i);
nul = [_chosen] execVm "monitorRound.sqf";
sleep 5;
};
waituntil {InTheAir == 0};
hint "Cycle complete";

Then in monitorRound.sqf:

_chosen = _this select 0;
_pos = [0,0,50000];
_obj = createVehicle [_chosen, _pos, [], 0, "NONE"];
_obj setVectorUp [0.001, 0.001, -1];
_obj setVelocity [0, 0, -200];
_curVel = [0,0,0];
InTheAir = InTheAir + 1;
while {alive _obj} do
{
_curVel = velocity _obj;
sleep 5;
};
diag_log format ["[""%1"", %2],", _chosen, _curVel select 2];
InTheAir = InTheAir - 1;

That'll spawn all of them pretty quickly, at about the same time, and keep track of them individually and only write the speed the object was at just before it died...

May give it a go in a bit, if you've not before me....

Ok, noticed that they will hit each other if a faster one comes later, so included some random placement. Code I'm about to run and leave to it:

termVel.sqf:

InTheAir = 0;
_weaponArray = [
"ARTY_Sh_105_HE",
"ARTY_Sh_122_HE",
"ARTY_Sh_122_WP",
"ARTY_Sh_122_SADARM",
"ARTY_Sh_122_LASER",
"ARTY_Sh_122_ILLUM",
"ARTY_Sh_122_SMOKE",
"ARTY_SADARM_PROJO",
"ARTY_SADARM_NET",
"ARTY_SADARM_BURST",
"ARTY_SmokeShellWhite",
"ARTY_Sh_82_HE",
"ARTY_Sh_82_WP",
"ARTY_Sh_82_ILLUM",
"ARTY_R_120mm_HE_Rocket",
"ARTY_R_120mm_HE",
"B_9x18_Ball",
"B_9x18_SD",
"B_9x19_Ball",
"B_9x19_SD",
"B_45ACP_Ball",
"B_545x39_Ball",
"B_545x39_SD",
"B_556x45_Ball",
"B_556x45_SD",
"B_9x39_SP5",
"B_12Gauge_74Slug",
"B_762x39_Ball",
"B_762x51_Ball",
"B_762x51_3RndBurst",
"B_762x51_noTracer",
"B_762x54_Ball",
"B_762x54_noTracer",
"B_77x56_Ball",
"B_127x99_Ball",
"B_127x99_Ball_noTracer",
"B_127x107_Ball",
"B_127x108_Ball",
"B_127x108_APHE",
"B_145x115_AP",
"B_20mm_AP",
"B_20mm_AA",
"B_23mm_AA",
"B_23mm_HE",
"B_23mm_AP",
"B_23mm_APHE",
"B_25mm_HE",
"B_25mm_HEI",
"B_25mm_APDS",
"B_30mm_AP",
"B_30mmA10_AP",
"B_30mm_HE",
"B_30mm_AA",
"G_30mm_HE",
"G_40mm_HE",
"F_40mm_White",
"F_40mm_Green",
"F_40mm_Red",
"F_40mm_Yellow",
"Sh_105_HE",
"Sh_100_HE",
"Sh_120_HE",
"Sh_120_SABOT",
"Sh_122_HE",
"Sh_125_HE",
"Sh_125_SABOT",
"Sh_85_HE",
"Sh_85_AP",
"G_Camel_HE",
"R_Hydra_HE",
"R_57mm_HE",
"R_80mm_HE",
"R_S8T_AT",
"R_M136_AT",
"R_RPG18_AT",
"R_PG7V_AT",
"R_PG7VL_AT",
"R_PG7VR_AT",
"R_OG7_AT",
"R_PG9_AT",
"R_OG9_HE",
"R_SMAW_HEDP",
"R_SMAW_HEAA",
"R_GRAD",
"R_MLRS",
"M_Javelin_AT",
"M_Stinger_AA",
"M_Sidewinder_AA",
"M_Sidewinder_AA_F35",
"M_Strela_AA",
"M_Igla_AA",
"M_AT5_AT",
"M_AT13_AT",
"M_TOW_AT",
"M_TOW2_AT",
"M_AT10_AT",
"M_AT11_AT",
"M_Hellfire_AT",
"M_Vikhr_AT",
"M_Maverick_AT",
"M_R73_AA",
"M_Ch29_AT",
"M_AT2_AT",
"M_AT6_AT",
"M_AT9_AT",
"M_9M311_AA",
"Bo_GBU12_LGB",
"Bo_GBU12_LGB_F35",
"Bo_FAB_250",
"Bo_Mk82",
"Grenade",
"GrenadeHand",
"GrenadeHandTimedWest",
"GrenadeHandTimedEast",
"GrenadeHand_stone",
"SmokeShell",
"G_40mm_Smoke",
"G_40mm_SmokeRed",
"G_40mm_SmokeGreen",
"G_40mm_SmokeYellow",
"SmokeShellRed",
"SmokeShellGreen",
"SmokeShellYellow",
"SmokeShellPurple",
"SmokeShellBlue",
"SmokeShellOrange",
"SmokeShellVehicle",
"FlareCountermeasure",
"TimeBomb",
"PipeBomb",
"Mine",
"MineE",
"FuelExplosion",
"Laserbeam",
"HelicopterExploSmall",
"HelicopterExploBig",
"SmallSecondary",
"SmokeLauncherAmmo",
"FlareLauncherAmmo",
"B_30x113mm_M789_HEDP",
"ARTY_Sh_Base",
"ARTY_Flare_Small",
"ARTY_Flare_Medium",
"ARTY_Sh_Base_NET",
"ARTY_Sh_105_NET",
"ARTY_Sh_105_NET_NOFX",
"ARTY_Sh_105_LASNET",
"ARTY_Sh_122_NET",
"ARTY_Sh_122_NET_NOFX",
"ARTY_Sh_122_LASNET",
"ARTY_Sh_81_NET",
"ARTY_Sh_82_NET",
"ARTY_Sh_120_NET",
"ARTY_Sh_227_NET",
"ARTY_Sh_105_WP",
"ARTY_Sh_105_SADARM",
"ARTY_Sh_105_LASER",
"ARTY_Sh_105_ILLUM",
"ARTY_Sh_105_SMOKE",
"ARTY_Sh_81_HE",
"ARTY_Sh_81_WP",
"ARTY_Sh_81_ILLUM",
"ARTY_R_227mm_HE_Rocket",
"ARTY_R_227mm_HE"
];

_count = 0;
for "_i" from 0 to (count _weaponArray) do {
_chosen = (_weaponArray select _i);
nul = [_chosen] execVm "monitorRound.sqf";
sleep 5;
};
sleep 10;
waituntil {InTheAir == 0};
hint "Cycle complete";
player addMagazine "pipebomb";

monitorRound.sqf:

_chosen = _this select 0;
_pos = [getpos dropThemHere select 0, getpos dropThemHere select 1, 50000];
_rOrig = _pos;
_rDir = round (random 360); // random direction
_rDist = 10 + (round (random 40));

_rPos = [(_rOrig select 0)+(sin _rDir)*_rDist,(_rOrig select 1)+(cos _rDir)*_rDist,50000]; // new 2D position


_obj = createVehicle [_chosen, _pos, [], 0, "NONE"];
[_obj, -90, 0] call bis_fnc_setpitchbank;
_obj setVelocity [0, 0, -200];
_curVel = [0,0,0];
InTheAir = InTheAir + 1;
hint format ["%1 Spawned.", _chosen];
while {alive _obj} do
{
_curVel = velocity _obj;
sleep 5;
};
diag_log format ["[""%1"", %2],", _chosen, _curVel select 2];
InTheAir = InTheAir - 1;

Reason for the satchel charge, by the way, is because I'm going away from the computer and want to be able to check easily that it's done - the hint may have faded by then...

Edited by Wokstation

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Well, wishing I'd read your post, here's my list of velocities gathered using 60-second increments.

["ARTY_Sh_105_HE", -160.669],
["ARTY_Sh_122_HE", -160.669],
["ARTY_Sh_122_WP", -160.669],
["ARTY_Sh_122_SADARM", -160.669],
["ARTY_Sh_122_LASER", -160.669],
["ARTY_Sh_122_ILLUM", -160.669],
["ARTY_Sh_122_SMOKE", -160.669],
["ARTY_Sh_82_HE", -133.538],
["ARTY_Sh_82_WP", -133.538],
["ARTY_Sh_82_ILLUM", -133.538],
["ARTY_R_120mm_HE", -364.429],
["Bo_GBU12_LGB", -203.107],
["Bo_GBU12_LGB_F35", -203.155],
["Bo_FAB_250", -209.908],
["Bo_Mk82", -210.125],
["ARTY_Sh_Base", -140.059],
["ARTY_Sh_Base_NET", -140.059],
["ARTY_Sh_105_NET", -160.669],
["ARTY_Sh_105_NET_NOFX", -160.669],
["ARTY_Sh_105_LASNET", -160.669],
["ARTY_Sh_122_NET", -160.669],
["ARTY_Sh_122_NET_NOFX", -160.669],
["ARTY_Sh_122_LASNET", -160.669],
["ARTY_Sh_81_NET", -133.538],
["ARTY_Sh_82_NET", -133.538],
["ARTY_Sh_120_NET", -364.426],
["ARTY_Sh_227_NET", -343.412],
["ARTY_Sh_105_WP", -160.669],
["ARTY_Sh_105_SADARM", -160.669],
["ARTY_Sh_105_LASER", -160.669],
["ARTY_Sh_105_ILLUM", -160.669],
["ARTY_Sh_105_SMOKE", -160.669],
["ARTY_Sh_81_HE", -133.538],
["ARTY_Sh_81_WP", -133.538],
["ARTY_Sh_81_ILLUM", -133.538],
["ARTY_R_227mm_HE", -343.425],

Tested and working perfectly.

Using the times in an artillery script.

Edited by Fuzzy Bandit

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Here's the figures I got. I got fed up and cancelled it after about 40mins:

"["ARTY_Sh_Base", -140.059],"

"["ARTY_Sh_Base_NET", -140.05],"

"["ARTY_Sh_105_NET", -160.648],"

"["ARTY_Sh_105_NET_NOFX", -160.648],"

"["ARTY_Sh_105_LASNET", -160.648],"

"["ARTY_Sh_122_NET", -160.648],"

"["ARTY_Sh_122_NET_NOFX", -160.649],"

"["ARTY_Sh_122_LASNET", -160.649],"

"["ARTY_Sh_81_NET", -133.532],"

"["ARTY_Sh_82_NET", -133.532],"

"["ARTY_Sh_120_NET", -373.855],"

"["ARTY_Sh_105_WP", -160.648],"

"["ARTY_Sh_105_SADARM", -160.648],"

"["ARTY_Sh_105_LASER", -160.649],"

"["ARTY_Sh_105_ILLUM", -160.649],"

"["ARTY_Sh_105_SMOKE", -160.649],"

"["ARTY_Sh_81_HE", -133.533],"

"["ARTY_Sh_81_WP", -133.533],"

"["ARTY_Sh_81_ILLUM", -133.533],"

"["ARTY_Sh_227_NET", -350.102],"

"["ARTY_R_227mm_HE", -350.102],"

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Not much difference. Cool.

Mine were getting 160.669 and yours were getting 160.649.

That difference in velocity produces 3 metres height difference when the initial delay is 5 minutes.

160.669 m/s makes 24,100.35 m

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

160.649 m/s makes 24,097.35 m

I'm happy. :P

I've even discovered a new artillery round on the way! The "ARTY_R_227mm_HE" goes at break-neck speeds and packs a HUGE punch when it lands. I've tagged it 'BFG'! :D

Thanks for the help lads!

Edited by Fuzzy Bandit

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