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ruthberg

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Everything posted by ruthberg

  1. ruthberg

    Advanced Ballistics (WIP)

    Thanks for letting me know Brisse. You would have to unpack the .pbo, edit line 6 in fnc_adjust_turrest.sqf and line 7 in fnc_apply_turret_adjustments.sqf and repack it. Should work with pbomanager. It will work with every sniper optic in the next version. Edit: It works with every high power scope since version 0.3
  2. ruthberg

    Advanced Ballistics (WIP)

    You can enable/disable everything separately in the userconfig file (...\SteamLibrary\SteamApps\common\Arma 3\Userconfig\advancedballistics\advancedballistics_config.hpp). This mod only changes the flight path of the bullet. It can be combined with other mods that add new rounds or modify existing ones. Until now (version 0.2) this mod is based on the official wind system. It is entirely up to the mission maker to decide how the wind should be. You can set a new wind value with setWind. I would also recommend not to dial in any wind corrections, but to hold off instead. Just dial in corrections for spin- and coriolis drift. The Kestrel is supposed to work like the real one. Official manual: https://cdn.shopify.com/s/files/1/0084/9012/t/1/assets/K4500_Instruction_Manual_English.pdf. I will gradually improve it so we get as close as possible to the real one. Head- and crosswind are relative to your reference heading. You can set it by clicking the center button while you look at your target. Then you turn into the wind and read the crosswind value. "0.5 @ 40" means the kestrel reads a wind speed of 0.5 m/s blowing from 40°. I will add a shift+k wind info similar to the one we had in Arma 2 ACE. For now you can use VTS Simple weapon resting. Like in real world, the zeroing will only be spot on in "standard" conditions. For this addon the standard conditions are: Temperature: 15 °C (59 °F) Humidity: 0 % Pressure: 1013.25 hPA (29.92 inMg) This is on the TODO list. I need to do some research about how to implement a range book like you suggested. I would love to have that. In case that does not work I will stick with range cards like we had in Arma 2 ACE. For now you can use this: http://www.jbmballistics.com/cgi-bin/jbmtraj-5.1.cgi to get a feeling for it.
  3. @TheGildedGoat, are you running CBA? @DrStrangeLove_EBDA, I will remove the userconfig/hpp file in the next version. You can change the key binding in the controls menu (Configure->Controls->Configure Addons->Addon: Kestrel4500). Let me know if this does not work for you.
  4. ruthberg

    Advanced Ballistics (WIP)

    @Ckrauslo, this addon is not about making the AI a bad shot. You can already do that by setting the aiming accuracy to a low value. See: https://community.bistudio.com/wiki/setSkill_array @ElTyranos, I will keep your idea in mind, but I can not promise that it will make it into the addon.
  5. ruthberg

    Advanced Ballistics (WIP)

    How do you want the AI to be affected by this addon? Do you want them to be less accurate in difficult weather situations?
  6. ruthberg

    Advanced Ballistics (WIP)

    At the moment there is a simple white list with all the class names of compatible scopes. But I will search for a better solution. A better graphical/audible feedback for clicking the turret is on the TODO list as well. This mod is still in a very early stage. So thanks a lot for all the good quality feedback so far. Edit: @M1n1d0u, great idea. I'll give it a try.
  7. ruthberg

    Advanced Ballistics (WIP)

    Barometric pressure and temperature simulation are already implemented. A more sophisticated wind simulation is on the wish list. SOS, DMS, Nightstalker and TWS scopes should work. Maybe a keybinding conflict?
  8. ruthberg

    Advanced Ballistics (WIP)

    @Brisse, yeah everything listed on armaholic is already implemented. @ElTyranos, I am glad that you like it so much. AI is not affected by this addon. I will certainly continue to work on this. Suggestions for improvement are welcome. Edit: @Brisse, thanks for testing. I'll try to reproduce this error.
  9. No, but you can modify existing gun profiles by changing the parameters in the main menu gun column to get an adequate fireing solution: WC = Wind coefficient BW = Bullet weight in grain C1 = Ballistic coefficient as airFriction * -1000 MV = Muzzle velocity in m/s (metric units) or feet/s (imperial units) ZR = Zero range in m (metric units) or yard (imperial units) Edit: I forgot to mention that you need to press "Enter" while your cursor is in the zero range input field to "re-calibrate" your zero after changing gun parameters.
  10. ruthberg

    Advanced Ballistics (WIP)

    Thank you very much for your thoughts. For now air pressure only changes with elevation. It is not yet related to any weather effects. The base elevation and temperature profile changes with the map. Gathering additional data for different ammo types is on the TODO list. This includes: - Muzzle Velocity variation with temperature changes - Stability Factor - And maybe different BC's for different flight speeds Are you sure that BI is using a gravity factor of 9,0 m/s2? I developed a tool called ATragMX for ArmA 2 OA ACE which uses a gravity factor of -9.80665 m/s2 and the calculated fireing solutions are very accurate.
  11. You can open it by pressing Scroll Lock without having any extra item in your inventory. I will add the item in a later version. And make sure you are using the latest version (0.2).
  12. Thanks for the reply! I will add a userconfig/hpp for custom keybindings and further configurations in the next version. Edit: I just uploaded version 0.2
  13. ruthberg

    Advanced Ballistics (WIP)

    Thanks for your input on this subject. You are right, some of the stuff (especially: different wind speeds at various locations and different heights) might not be possible to implement. But most of it is not very difficult to implement. I know that many folks already tried to do wind ballistics in Arma, but non of if it worked in a way that you could say it's a) plausible and b) comes close to real world data. Arma 3 Marksmen is planned for the first quarter of 2015 and I do not believe that it will contain any of the stuff mentioned above. Even though I would of course like to have it as part of the official product. I am willing to invest some time into developing the needed features, to make long-range-shooting in Arma 3 more challenging and more fun. Like it was in Arma 2 ACE: http://forums.bistudio.com/showthread.php?180127-ATragMX-Handheld-ballistics-calculator-1-0-Stable-Release-Thread
  14. ruthberg

    Advanced Ballistics (WIP)

    @Ckrauslo, the above example code runs every time you fire a bullet from a handheld weapon. @Spartan0536, my current focus is on what is happening before the bullet hits a target. All I want to achieve with this addon is a correct trajectory for given bullet, velocity, firearm and atmospheric parameters. If that works you can simply plug in real world data for those parameters and get reasonably accurate results.
  15. --- Description --- This mission is intended to be used as a dynamic outdoor shooting range. You control the mission by using the action menu. Enable or disable bullet path tracing, spawn new targets or check your last bullet impact. Teleport to any location by left clicking on the map while holding ALT on your keyboard. Use LEA or RSLO to change your gear. --- Features --- * Detailed statistics (Bullet velocity at impact, Bullet energy at impact, Distance to impact, Score, Accuracy) * Bullet path tracing * Bullet camera * Impact camera * Randomly positioned targets * Steel targets (stationary or moving, popup or fixed) * Human targets (stationary or patrolling) * Tank targets --- Requirements --- * CBA - Community Base Addons * ACE - Advanced Combat Environment * ACR (Lite) - Army of the Czech * (not required, but highly recommended): LEA or RSLO --- Download --- 360_Degree_Training_Course_ACE.Fata.pbo 360_Degree_Training_Course_ACE.Takistan.pbo 360_Degree_Training_Course_ACE.Zargabad.pbo Armaholic mirror: 360 Degree Training Course
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