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ruthberg

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Everything posted by ruthberg

  1. ruthberg

    Advanced Ballistics (WIP)

    Version 2.0 Changelog: -Added a userconfig entry that allows you to enable the advanced ballistics for rounds fired from vehicles -Fixed a bug regarding muzzle velocity variation due to ammo temperature @vekongmaster, the muzzle velocity shift bug was caused by a typo in the config file. ---------- Post added at 13:14 ---------- Previous post was at 13:11 ---------- 1.) What error message did you get? I just tested it on Imrali and wasn't able to produce an error. 2.) Did using the setWind command fix your problem?
  2. ruthberg

    Advanced Ballistics (WIP)

    Fixed version: 360_Degree_Training_Course.Altis.pbo Edit: @vekongmaster, I just found a bug regarding muzzle velocity shifts. It affects all ammo types expect for M80 Ball and will be fixed in the next version.
  3. ruthberg

    Advanced Ballistics (WIP)

    Muzzle velocity will vary with air temperature. But the speed at which the bullet leaves the barrel can not be changed dynamically. That is why the velocity vector of the bullet is modified a few frames after it left the barrel.Maybe you can shoot at a 100m target and reverse calculate the muzzle velocity. Or gradually increase the target range (0m, 1m, 2m, ...) until you see a sudden velocity shift. I will upload a video that demonstrates the mirage effect soon. But I think I have to improve it nonetheless, since most people seem to have trouble with it. Spin drift, Coriolis and Eötvös effect are implemented in AdvancedBallistics, but not yet supported by the ATragMX (creating graphical user interfaces in Arma is tedious). Magnus effect - aside from the spin drift caused by it - is not simulated. And I also do not plan on adding it. At some point you have to stop adding more stuff. ^_^ All of my mods use absolute pressures. The Kestrel is slightly simplified in this regards. You can not set the reference altitude or reference pressure. It always outputs station pressure and the true altitude. But that might change in future versions. I might also add the density altitude output. And the zero range of some scopes (SOS, LRPS, ...) by pressing page up/down. You can also change the zero range in the ATragMX gun profiles. A replacement for the vanilla zero system is on the wish list though. Not so easy to fix. I might do some work on terminal ballistics in the future, but I can't promise it. A quick and dirty fix would be to increase the hit value in the ammo config. There are several mods out there that do that. AGM and CSE will conflict with AdvancedBallistics unless you delete agm_wind.pbo and/or cse_sys_winddeflection.pbo. I can add a few more base classes, but it is in the hands of 3rd party weapon developers to create weapons that shoot them and to make their ammunition compatible with AdvancedBallistics. This guideline describes what 3rd party developers like EricJ or Robert Hammer would have to do, if they wanted to make their weapons and ammunition compatible with AdvancedBallistics. Haha, I'd love to see a Horus H59 Reticle since I play Arma. But I'm afraid that my artistic talent is just enough to draw a few stick figures ...
  4. ruthberg

    Advanced Ballistics (WIP)

    Vehicle support was not intended in previous versions. But I will make it an optional feature in the next version.
  5. ruthberg

    Advanced Ballistics (WIP)

    setWindStr does not work reliably and the effect is only temporary - use setWind instead.
  6. ruthberg

    Advanced Ballistics (WIP)

    If I remember correctly, I did it manually, because the config data was incorrect for some maps. But I will now use it as default value for unkown maps. Thanks for the suggestion. It will be part of the next version. - The only effect of parallax adjustment for now is that you can - under certain circumstances - see mirage through your scope - Bullet trace visibility depends on bullet speed and caliber - The mirage visualization is based on Armas particle refraction effect This mod only simulates bullet trace (air disturbance), not vapour trails (water condensation due to pressure drop). Thanks for lettimg me know. I will see what I can do about it. Will be fixed in the next version. As much as I would like to have that, I don't know how well it would work.
  7. I am back, and will take care of the problem. Thanks for reporting.
  8. Thanks for letting me know. I think the "Play withSIX" team will look into this soon: https://getsatisfaction.com/withsix/topics/mod_update_or_addition_requests_pt2 You can try downloading it from armaholic in the meanwhile: http://www.armaholic.com/page.php?id=26478
  9. Version 0.9 Changelog: -Fixed wind direction input being flawed (bug was introduced with v0.8) -Greatly improved the calculation speed (especially the range card calculation is now lightning-fast) -The range card data output (quality) is now identically equal to the main menu output I highly recommend that you create your own gun profiles. One per gun/ammo combination (e.g. "M24-M118LR"). Also pay attention to the zero range. Make sure it is correctly set. And keep in mind that you have to press "Enter" to confirm a new zero range after modifying it.
  10. I will take a look. Edit: Confirmed. Will be fixed in the next version, sorry for that.
  11. ruthberg

    Advanced Ballistics (WIP)

    I undo the retardation that the core engine applies and then add my own: [color="#B22222"]_dragRef = _deltaT * _airFrictionRef * _bulletSpeed * _bulletSpeed; _accelRef = (vectorNormalized _bulletVelocity) vectorMultiply (_dragRef); _bulletVelocity = _bulletVelocity vectorDiff _accelRef;[/color] ... [color="#006400"]_drag = _deltaT * ([_dragModel, _ballisticCoefficient, _trueSpeed] call AB_calculateRetardation); _accel = (vectorNormalized _trueVelocity) vectorMultiply (_drag); _bulletVelocity = _bulletVelocity vectorDiff _accel;[/color] Version 1.9 Changelog: -Refined the ammo class configs -Fixed some minor flaws in the ammo class configs
  12. ruthberg

    TMR Modular Realism

    You do not have to remove the tmr_smallarms_ballistics.pbo file. I just tested TMR together with AdvancedBallistics and got no errors or conflicts. The only problem is the M118LR ammo config, because it inherits from B_762x51_Ball, which represents M80 Ball in AdvancedBallistics. But you can change it like this: [color="#008800"]class TMR_B_762x51_M118LR: B_762x51_Ball { typicalspeed=792; airfriction=-0.00085770001;[/color] [color="#CC2222"] AB_caliber=0.308; AB_bulletLength=1.24; AB_bulletMass=175; AB_ammoTempMuzzleVelocityShifts[]={-91, -86, -78, -68, -57, -42, -23, 0, 29, 65, 110}; AB_ballisticCoefficients[]={0.505, 0.496, 0.485, 0.485, 0.485}; AB_velocityBoundaries[]={853, 549, 549, 549}; AB_standardAtmosphere="ICAO"; AB_dragModel=1; AB_muzzleVelocities[]={778, 816, 861}; AB_barrelLengths[]={16, 20, 26};[/color] [color="#006400"]};[/color] Edit: I just realized that TMR is published under the GNU General Public License. So here is a modified PBO, which includes the above config data: tmr_smallarms_ballistics.pbo
  13. Version 0.8 Changelog: -Added support for AdvancedBallistics v1.7 and newer (G1 Ballistic Coefficients) -You can now add and remove, as well as load and save gun profiles -You can now use the left/right buttons on the PDA to change the target slot The gun list now works pretty much as described in the official manual. Range Card output performance and quality will improve greatly in the next update.
  14. ruthberg

    Advanced Ballistics (WIP)

    You can do the same with ArmA 2, but performance will be worse. Almost exactly like that. But you can only manipulate the velocity vector of the projectile, not the airFriction value.
  15. ruthberg

    Advanced Ballistics (WIP)

    Version 1.8 Changelog: -Fixed server initialization not being excecuted -Fixed bullet trajectories not being coincident on every client (when the scope turret adjustments were used) I can not reproduce this bug. Are you using version 1.6 or newer? Can you describe what you do until you get this error?
  16. I am not going to have much time in the next few weeks, but I will address those issues when I get back. Edit 1: I found the synchronization bug, it will be fixed in the next version. Edit 2: Trajectories should also be synchronized in the next version. Edit 3: I just released version 1.8. Please let me know if it works now.
  17. ruthberg

    Advanced Ballistics (WIP)

    Version 1.7 Changelog: -Improved air density calculation (ICAO and ASM atmosphere models are now correctly implemented) -Fixed AB_dragModel config entry not being read from the config file -Temperature, Pressure and Humidity synchronization no longer requires the server to run the addon
  18. Do you know if the AdvancedBallistics addon was running on the server? Anyway, thanks for letting me know about the issue, I will think about a solution.
  19. ruthberg

    Advanced Ballistics (WIP)

    I will address those issues in the next version.
  20. ruthberg

    Advanced Ballistics (WIP)

    Yes. No. The muzzle velocities / barrel lengths section tells the engine how the muzzle velocity varies with the barrel length.In Arma every weapon accepts arbitrary amounts of magazine types and every magazine contains exactly one type of ammunition. My addon does not change this behaviour. Mainly from the TM43-0001-27 manual and from the JBM ballistics website. Yes. You need to modify the PBO (PBO Manager) in order to tweak those configs. That would help me a lot.
  21. ruthberg

    Advanced Ballistics (WIP)

    Version 1.6 Changelog: -Full 3d wind simulation (head-, tail- and crosswinds are now taken into account, vertical winds are also supported) -Added G1/G7 drag model (allows you to specify a ballistic coefficient in the config) -BCs can change with velocity (BC array in the ammo config) -Muzzle velocity changes with barrel length (MV array in the ammo config) You can now use any properly written ballistic solver to calculate firing solutions for ammunition/rifle combinations that support the new drag model. 3rd party weapon developers that want to build upon this system can take a look at the "Guideline for 3rd party weapon/ammunition developers" in the first post. The vanilla ammo classes are supplemented to represent the following cartridges: B_9x21_Ball - 9mm Ball - M882 B_45ACP_Ball - .45 ACP - M1911 B_127x99_Ball - .50 BMG - M33 B_762x51_Ball - 7.62 NATO - M80 B_556x45_Ball - 5.56 NATO - M855 Modified 3rd party ammo classes: RH_556x45_B_Mk262 - Mk262 Mod 1 - BlackHills .224 dia. 223 Rem. 77 gr. Sierra HPBT Match Important notes: -Make sure you are using the new userconfig file -The ATragMX v0.7 does not yet support the advanced drag model -The ammo/rifle configs are work in progress and might change in later versions PS: I will not have much time to continue working on it in the next 3 weeks. But I will continue once I get back. G1 and G7 drag curves are now supported. Complete ammunition and weapon class config: You can pretty much simulate everything you want. But I do not plan on adding more stuff regarding internal ballistics.
  22. Are you running ArmA 3 version 1.26 or newer? Do you have CBA installed? Do you get any RPT errors?
  23. ruthberg

    Advanced Ballistics (WIP)

    This is how ammunition classes are going to look like in the upcoming version 1.6: class AB_762x51_Ball_M80 : B_762x51_Ball { AB_caliber=0.308; AB_bulletLength=1.14; AB_bulletMass=147; AB_ammoTempMuzzleVelocityShifts[]={-91, -86, -78, -68, -57, -42, -23, 0, 29, 65, 110}; AB_ballisticCoefficients[]={0.2}; AB_velocityBoundaries[]={}; AB_standardAtmosphere="ICAO"; AB_dragModel=7; AB_muzzleVelocities[]={833}; AB_barrelLengths[]={24}; }; class AB_762x51_Ball_M118LR : B_762x51_Ball { AB_caliber=0.308; AB_bulletLength=1.24; AB_bulletMass=175; AB_ammoTempMuzzleVelocityShifts[]={-91, -86, -78, -68, -57, -42, -23, 0, 29, 65, 110}; AB_ballisticCoefficients[]={0.505, 0.496, 0.485, 0.485, 0.485}; AB_velocityBoundaries[]={853, 549, 549, 549}; AB_standardAtmosphere="ICAO"; AB_dragModel=1; AB_muzzleVelocities[]={778, 816, 861}; AB_barrelLengths[]={16, 20, 26}; };
  24. ruthberg

    Advanced Ballistics (WIP)

    @BakaEngel, vekongmaster, I will address your questions soon. But at the moment I do not have time for a detailed answer. In short: ArmA uses a very simple drag model, which assumes that the drag force is always proportional to the velocity squared. ArmAs drag coefficient is called airFriction. You can find some information about it here: https://community.bistudio.com/wiki/Weapons_settings The default airFriction for a .50 BMG bullet in ArmA is -0.00056. The C1 coefficient in the ATragMX addon currently represents ArmAs airFriction value (airFriction / -1000). Which would be 0.56 for a .50 BMG bullet. There is no quick & dirty way of converting a ballistic coefficient (G1, G7 ...) into an airFriction value, or doing the inverse. I am currently working on the implementation of a G1/G7 drag model for the AdvancedBallistics addon, which will allow us to use G1/G7 ballistic coefficients instead of ArmAs airFriction coefficients. You can then use real world ballistic solvers to calculate firing solution in ArmA.
  25. The class names are: "ATragMX" and "Kestrel4500". I think you only have to remove agm_wind.pbo
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