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ruthberg

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Everything posted by ruthberg

  1. ruthberg

    ArmA III Ballistics Overhaul

    That's a question you should probably ask in the RHS thread: http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-%28AFRF-and-USAF%29-Release-0-3-7-%28UPDATED%29
  2. ruthberg

    ArmA III Ballistics Overhaul

    That depends solely on the amount of error we are going to accept. Which is something we should discuss before we start working on the magazine classes.
  3. ruthberg

    ArmA III Ballistics Overhaul

    JBM Ballistics is about as good as it gets.
  4. ruthberg

    ArmA III Ballistics Overhaul

    No, it is not wrong. References: http://www.thefrontiersmen.org/pdf/Field%20Manuals/FM%203/FM_3-21.8_g.pdf http://www.marines.mil/Portals/59/Publications/MCWP%203-11.2%20Marine%20Rifle%20Squad.pdf
  5. "you must turn into the wind" means that you must look into the direction the wind is coming from. You can find that direction by using the Shift+K wind arrow. Yes, that works well. This might help:
  6. ruthberg

    ArmA III Ballistics Overhaul

    It is impossible to find airFriction values that produce a 100% error-free trajectory. We can only try to minimize the error at a certain interval. Examples - M8851 (G1 BC of .307): Exact airFriction at different velocities. G1 drag function (green line) compared to the Armas drag function (blue- and red line). Drop difference between the true trajectory and various airFrictions. Velocity difference between the true performance and various airFrictions.
  7. ruthberg

    ArmA III Ballistics Overhaul

    I think we're talking at cross purposes. I'm trying to say that: If you input bad data into any ballistic solver you will obviously get bad data out. JBM Ballistics for example requires manually entered BCs to be for the ICAO atmosphere. If you don't respect that you'll get bad "reference data" for later conversion steps. ---------- Post added at 09:26 ---------- Previous post was at 09:21 ---------- Here are a few examples of how well you can approximate the G1 drag model with airFriction:
  8. Use the .338LM 250gr gun profile.
  9. There is no visual feedback, but it does update the reference heading.
  10. ruthberg

    ArmA III Ballistics Overhaul

    Whether you have to use ASM or ICAO in the ballistic solver depends solely on the ballistic coefficient you use.
  11. The only way to disable the ace_ai module is to remove the ace_ai.pbo.
  12. ruthberg

    ArmA III Ballistics Overhaul

    airFriction drag always acts in the opposite direction of the velocity vector.The gravity force is 9.8066 m/(s^2). @QuickDagger, what are you trying to do btw?
  13. @tortuosit, http://ace3mod.com/wiki/framework/settings.html If you can't get it working, join our public slack: https://ace3public.slack.com/ https://github.com/acemod/ACE3/issues/429
  14. ruthberg

    Advanced Ballistics (WIP)

    Yes, I will do that once I have time.
  15. When you use discreteDistance = 235 then you also have to use a zero of 235m in the ATragMX?
  16. ruthberg

    ArmA III Ballistics Overhaul

    Vanilla Arma does not correct for atmospheric conditions (air density) at all! There is no information missing. The vanilla drag function is fully described by this: https://community.bistudio.com/wiki/Weapons_settingsThe acceleration (m/s^2) that acts on the projectile at any given moment of time is given by: drag = airFriction * velocity * velocity I made my mod to replace the simplified Arma physics model. Are you kidding me?a) Arma does not model air density b) The difference between the ICAO and ASM "standard" is by no means significant (reference: http://www.frfrogspad.com/bcdata.htm) -> All of this is only relevant if you simulate atmospheric conditions. Besides: Neither the ICAO nor the ASM (Army Standard Metro) standard are "metrical". @QuickDagger (and everyone else who is interested): I would like to invite you to join our public slack chat channel: https://ace3public.slack.com/message...ed_ballistics/ You can get yourself invited here: https://github.com/acemod/ACE3/issues/429
  17. ruthberg

    ArmA III Ballistics Overhaul

    Yes, this is will work. And that's what I would suggest. This.
  18. Disable every module option in the weather module if you want to use the setWind command in singleplayer.
  19. See: http://ace3mod.com/wiki/missionmaker/modules.html#1.1-advanced-ballisticsBoth Advanced Ballistics and Wind Deflection are (when enabled) calculated on every client for every projectile that is fired within a radius of (by default) 3000m around the client player. That's probably the best way to nail your problem down. But it is very unlikely that the default module options of either advanced ballistics or wind deflection are causing stuttering.If you want more help, join our public slack.
  20. Advanced Ballistics is disabled by default. And it never runs on the server. Only on the clients.
  21. Range cards like this would be a great addition to the game in my opinion: Agreed. Yes it does. Most of the features described in this manual are implemented:https://www.horusvision.com/download/manual_Horus_ATrag-v385.pdf The ACE3 Wiki is work in progress: http://ace3mod.com/wiki/feature/atragmx.html Hop into the public slack chat, if you want to help with the documentation: https://ace3public.slack.com/messages/documentation/ That depends on the ammo type you're using:https://www.dropbox.com/s/zt61od7t9apkut6/AB%20Muzzle%20Velocity%20Variation%20Table.xlsx You have to manually adjust the muzzle velocity value on the "Gun and Ammo Data Screen" (page 15 in the manual). Yes. I'd recommend using this mission (the steel targets you can place via the action menu) for muzzle velocity testing: http://forums.bistudio.com/showthread.php?181296-SP-360-Degree-Training-Course
  22. In the rare occasion that the ammo type designation is not mentioned in the magazine tooltip you should stick with the default profile for the given caliber (e.g. 1st entry from the trop). Or ask someone who knows it. Or measure it yourself. The method described above will work in this case. It does, as long as you know the exact ammo type you're shooting. a) If you want to cheat: https://github.com/acemod/ACE3/blob/master/extras/CfgAmmoReference.hpp b) We're currently discussing to add range cards similar to the ones from ACE2, but not all of the team members are (excessively) enthusiastic about it, which I can understand.
  23. LRPS, SOS, DMS, AMS, Khalia.---------- Post added at 08:08 ---------- Previous post was at 08:07 ---------- It will still work (at least in singleplayer). Unless you remove the PBO.---------- Post added at 08:17 ---------- Previous post was at 08:08 ---------- You are right! Tailwinds should be displayed as negative values on the Headwind screen. I will change it accordingly. Crosswinds however are always displayed as positive values.Fixed: https://github.com/acemod/ACE3/pull/1333
  24. @tortuosit, you should use the module options, not mess with the PBO: http://ace3mod.com/wiki/missionmaker/modules.html#1.18-weather
  25. Yes, it is. And so it is in the game. But the elevation adjustment is in meters, not in MILs. ---------- Post added at 22:49 ---------- Previous post was at 22:43 ---------- The ace_compat_* PBOs primarily add missing config entries (advanced ballistics/scopes/missiles).
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