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vekongmaster

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Everything posted by vekongmaster

  1. vekongmaster

    ARMA 3 Addon Request Thread

    can anybody make a realistic long range scope mod? I'm bored with LRPS reticle! I'm a long range shooting addict and a big fan of super realistic ballistics mod called Advanced Ballistics (if you like realistic sniping, go check out that mod!) anyway, i'd really like to see these scope reticles: Mil-R reticle http://precisionrifle.files.wordpress.com/2014/07/nightforce-mil-r-scope-reticle.png Gen 2 Mildot http://media.defenseindustrydaily.com/images/GEAR_Gen2_MilDot_Reticle_lg.jpg Horus H59 reticle http://media.midwayusa.com/productimages/880x660/alt1/435/bushnellh59.jpg P4L reticle http://ecx.images-amazon.com/images/I/417bCoHCoYL.jpg Gen 2 XR reticle http://precisionrifle.files.wordpress.com/2013/09/premier-gen-2-xr-scope-reticle.jpg can somebody make this reticle mod? please i beg you!
  2. vekongmaster

    Advanced Ballistics (WIP)

    OMG congrats for the zero adjustment, Ruthberg! Advanced Ballistics is finally complete :bounce3:
  3. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: All important things have been covered by your mod, so far. Thanks a lot for following some of my suggestions, i really appreciate that. Your mod already offers: real BC, dynamic MV, dynamic Air Density/Atmospheric condition, inclination angle effect, Spin drift & Coriolis, Uprange & Downrange Wind, and Mirage (needs to be improved a lil bit) which other mods and other simulators don't have :) one last thing needs to be done (please, i hope you're really working on it): after it's done, i think Advanced Ballistics will be fully complete \ :D / i won't need to go out to the shooting range no more and i'll end up being a social outcast hahaha XD
  4. vekongmaster

    EricJ Release thread

    @EricJ: well my rig uses i5 2500k and gtx 680, is that really that weak? :o this stuttering doesn't happen really often though, i think it's not due to my rig. perhaps your mod is conflicting with other mods that i use, could it be? I'm using Advanced Ballistics mod. Does your mod conflict with that mod?
  5. vekongmaster

    Advanced Ballistics (WIP)

    yes we could actually notice some vague Mirage on this mod when we max out the scope magnification and focus out the parallax @Ruthberg: honestly i could barely see it :'( imho Mirage should look like a Steam or a Heat Wave that comes off from the ground. I have a little suggestion, it'd be so much better if we could also use our Spotting scope or Range Finder to see the mirage coz they offer much greater magnification than the LRPS. Could you make the Mirage appear on the Range Finder? or maybe you already have without me knowing it? imho mirage would look like this (though these pics don't seem so clear neither lol) source: Magpul Dynamics - Art of the Precision Rifle please go watch that series, it contains lotta Mirage scene :)
  6. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: wow you're a fan of TiborasaurusRex aka T-Rex, bro? me too bro lol :D remember a ballistics solver (called Ballistics_XLR) i gave you one month ago? its template is completely based on TiborasaurusRex's using heavily modified Pejsa formula :D man i've been loving T-Rex and his Sniper 101 series since the beginning of time lol XD! he's totally an excellent precision shooter and a religious reverent too lol XD make sure you guys subscribe to his youtube channel here to get a better understanding on the basic fundamentals of precision shooting ;) the creator of Ballistics_XLR is one of the TiborasaurusRex's best friends called Meccastreisand. Make sure you guys also subscribe to his youtube channel here
  7. vekongmaster

    Advanced Ballistics (WIP)

    nope, i'm not familiar with the VA :'( i know this is kinda offtopic but could you kindly explain me how to use it? please, i'd really really appreciate it...
  8. vekongmaster

    Advanced Ballistics (WIP)

    would you kindly also include the LEA config for Trixie's weapons as well? coz it'd be lotta easier for us to use Trixie's if we got the LEA config :) please bro, i beg you, i always wanna try Trixie's but can't do without LEA (yes i'm too spoiled lol XD).... or is there any of you guys having a LEA config of Trixie's and kind enough to share it with me? please, it'd be delightful :)
  9. vekongmaster

    Advanced Ballistics (WIP)

    here let me sum it up for you: 1) input loadout parameter on the solver open up the AtragMX (Break key) or use your own solver to input these things: - Ballitics Coefficient - how aerodynamic the shape of bullet overcome the Air Friction to retain its velocity - Muzzle Velocity - initial bullet velocity which always varies depending on the Ammo Temp! - Bullet mass, Bullet diameter, Bullet length - Zero Range - Scope Height, etc 2) measure the Air Density or Atmospheric Condition open up the Kestrel (Scroll lock key) & measure the Air pressure, Air Temp, Humidity, then input them on your solver 3) Range the target use your Rangefinder (B key) 4) measure the Angle of Firing open up the protractor (ctrl+shift+k) to measure the Inclination Angle, then input it on the solver 5) Spin Drift & Coriolis the AtragMX won't show it so use your own solver (if you have lol) spin drift is due to barrel rifling twist, bullet length coriolis is due to ToF, latitude, and azimuth but those won't matter too much unless you're doing extreme long range shooting 6) do the Wind Call - get wind direction (shift+k) - measure Uprange Wind through kestrel - measure Downrange Wind through Mirage (but you can barely see it lol) - input them on your solver 7) let the solver do the math and come up with the Firing Solution (Drop & Drift in Mils or MoA) 8) go prone and deploy your rifle on a bipod to steady your aim 9) to compensate for the drop & drift, you can hold it off (aim above the target & aim into the wind) or dial it in on the scope adjustment Elevation adjustment is up & down arrow key (↑ ↓), Windage adjustment is right & left arrow key (↠→) i prefer dialing the elevation and holding the windage (since wind is changing like crazy lol XD) 10) relax, hold your breath (in a second), then pull the trigger gently to send it! BAANNGG!!! you're welcome :) hope this helps ;) feels too hard and no fun? well...professional shooters do this in real life :D no room for quickscoping coz this ain't no CoD or BF lol XD
  10. vekongmaster

    EricJ Release thread

    yesterday i installed your mod and tried the M107. when i was shooting couple of times, all the sudden my game froze and went BSOD. i'm not trying to blame it on your mod but i swear to God i never got any BSOD before. your other guns are alright except for the m107. Probably it happened due to its sound coz whenever i attached a suppressor to it, it worked just fine...but whenever i used standard muzzle brake, it sounds really loud and kinda stuttering which could lead into a freeze and BSOD >_<
  11. vekongmaster

    Advanced Ballistics (WIP)

    okay i see, MV shift in Meter/s in 5°C steps (-15°, 10°, 5°, 0°, 5°, 10°, 15°, 20°, 25°, 30°, 35°): [-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19] m/s → when the basic MV (at 21.3°C or 70°F) is close to 865 m/s [-27.20, -26.44, -23.76, -21.00, -17.54, -13.10, -7.95, -1.62, 6.24, 15.48, 27.75] m/s → when the basic MV (at 21.3°C or 70°F) is close to 900 m/s anyway i notice on the config data you gave me yesterday (version 2.0), the .50 cal Russian (12.7x108mm) doesn't seem to have the airFriction, Ballistics Coefficient, transonicStabilityCoef, etc. while other calibers have those values. The .50 cal Russian only got this: is that supposed to be like that? coz i've been testing that caliber and it feels like it's not as accurate as the .408 & .50 BMG :/ the .408 & .50 BMG matches my solvers perfectly & always dead on for i input the exact parameter from the config :) for the .50 Russian, i've input a BC of 0.7 (got it from your Atrag) and a MV of 840 (depending on the temp) but the shot is never dead on :(
  12. vekongmaster

    Advanced Ballistics (WIP)

    well done Ruthberg, no need to convert things no more :D so what's the Muzzle Velocity shift (in Meter/s from 0°C - 100°C)?
  13. vekongmaster

    Advanced Ballistics (WIP)

    @Brainlush: thanks for the clarification :D now i can use those mods in peace lol XD @Blu3man: yes converting the Celsius to Fahrenheit and converting the Feet/s to Meter/s are pretty tricky especially if you don't have any calculator lol XD you can just use the imperial system on the AtragMX but unfortunately it's still buggy...sadly the AtragMX only works for Metric system :( here's how to convert those units: 1 feet/s = 1 x 0.3048 = 0.3048 meter/s 1 meter/s = 1 : 0.3048 = 3.3 feet/s 1°C = 1 x 1.8 + 32 = 33.8°F 1°F = (1 - 32) x 0.56 = -17.1°C @Ruthberg: it'd be nice if the AtragMx Imperial system also works fine like the Metric system :) plus it'd be awesome if the Kestrel could convert the Celsius to Fahrenheit like it does in real life ;)
  14. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: wow thanks a lot for the loadout parameters! :D ohh one more thing bro, i just installed ASDG Joint Rails & ASDG Joint Muzzles for EricJ weapons mod, will they affect my muzzle velocity and trajectory? will they conflict with your mod?
  15. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: nice job with the version 2.0! now the Muzzle Velocity variation due to Ammo Temp is working perfectly awesome! i've tested it on the pop-up target at 0 meter (the chronograph lol) & now it shows me different Muzzle Velocities depending on the Temp :D now the MV will never be the same & it's really hard to shoot dead on lol but thank God my ballistics solvers have Truing/Calibration feature though lol XD Ladies & gentlemen, Ruthberg just successfully turned this simulator into a real long range shooting, hell yeah! \m/ ^_^ \m/ anyway, what is the MV of all projectiles for each temp (MV for 0°F, 10°F, 20°F, 30°F, 40°F, 50°F, etc)??? what's the MV variation (Fps/°F or Mps/°C)??? plus, about the coriolis, we can get our latitude from the map, right?
  16. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: thanks for the fixed 360° Training Course ^_^ totally the best shooting range ever made \m/ wish we had this kinda shooting range in real life lol XD what's going on with the muzzle velocity shifts? i'm sure you can easily fix it in the next version, you're a genius ;)
  17. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: thanks for the quick response & clarification :) & I thank you so much for creating these wonderful mods, your mods are the most realistic arma mods & the greatest long range shooting simulator ever made! yup these mods truly simulate all aspects of long range shooting and real shooters can use it for real :D you totally should work for BI or ACE team. I highly recommend you to join the "Make Arma Not War" contest :) i will vote for you \m/ p.s.: i found a bug on 360° Training Course (Altis)...whenever i try to check my impact, it'll display some blue ocean instead of my point of impact lol XD
  18. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg: i've been playing your mod (version 1.9), it's truly amazing! Been shooting the .408 CT at extreme ranges on your "360° Training Course" mission using my own Ballistics Solvers & your AtragMX (they give similar firing solutions), always right on targets \m/ as a long range shooter myself, i admit this is totally the best simulator i've ever played! BUT i've got some burning questions (or critiques) in my head: 1. Muzzle velocity variation due to ammo temp??? where is it? i notice the Muzzle velocity is always the same regardless the atmospheric condition. I shot your pop-up target at 0 meter (i used it as a chronograph lol XD) & it always shows me the same muzzle velocity no matter what the air temperature is. In real life, Ammo Temp will vary depending on the Air Temp, & it causes different Muzzle Velocity (therefore different bullet drop) 2. Downrange Wind reading, where's the Mirage??? i notice your mod simulates 2 types of wind (Uprange Wind & Downrange Wind) where wind will vary due to the terrain which is awesomely very fenomenal! as we all know, the only way to read the downrange wind is estimating it through Mirage, but where the hell is the Mirage? i can't see it no matter what my parallax adjustment is... 3. spin drift & coriolis? Magnus effect??? i don't see them on the AtragMx i notice some small POI difference (0.1 - 0.2 Mils) in-game from the AtragMX & my solvers, i'm assuming it's due to the spin drift & coriolis, isn't it? did you actually really implement them in your mod? if so, i can easily calculate them on my own solvers :) but why can't we calculate spind drift & coriolis on the AtragMX? and what about Magnus effect (the effect of wind direction on the Bullet Drop. Wind from right will decrease the BD, & otherwise) 4. Absolute/Station Pressure or Barometric Pressure??? what kinda pressure is used in this ballistics mod? Absolute/Station Pressure (the actual air pressure in the location) or Barometric Pressure (air pressure based on altitude)? different types of Air Pressure will result in different firing solutions (i prefer Station Pressure coz it's more accurate). In real life, if you set the reference altitude to 0 meter, then the Kestrel will be reading Station Pressure. If you set the reference altitude to your current altitude, then the Kestrel will be reading Barometric Pressure. do we have to do that on your Kestrel as well? 5. Small calibers (.223 & .308) are also zeroed at 500 m? really dude lol XD??? shooters usually zero small caliber rifle at 100 m. IMO 500 m zero is too much for .223 & .308, hopefully you can change the zero range on the next version... 6. the damage of .408 CT seems so inferior beyond 1600 m ??? i know this subject is more related to Terminal Ballistics than External Ballistics but it kinda annoys me a lil bit. According to my ballistics solvers, even at One Mile, .408 CT still has a kinetic energy of 2200 ft-lbs. 7. would you kindly list some mods which conflict with your mod? please clarify the mods we're not supposed to run alongside this ballistics mod in order to avoid any conflict which can ruin the trajectory. 8. Would you kindly add another famous cartridge like .308 win SMK, .300 win mag, .338 Lapua Mag, .375 CT, etc? sorry for being greedy & pushy but yeah i'd really like to see them added to your mod :) 9. what do you mean by the "Guideline for 3rd party weapon/ammunition"??? does it apply when we install a weapon mod (like Robert Hammer, EricJ, etc). if so, please be specific about the guideline coz i'm a noob at scripting lol XD 10. in the future, will you ever plan on making a scope/reticle mod featuring real reticle? you're a ballistics genius, and i'm really sure you're also able to create a scope mod featuring real reticle (Schmidt&Bender, NightForce, Premier, Leupold, Horus, etc). i'd really like to see Horus H59 Reticle ^_^ i'm kinda bored with BI reticles lol XD
  19. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg & everybody: can you guys give me suggestion on some mods which work perfectly fine with this Advanced Ballistics mod? what other mods you guys use alongside this advanced ballistics to make the game more realistic (scope mod, bipod mod, etc)? and the shooting range with those pop-up targets, what map is that?
  20. vekongmaster

    Advanced Ballistics (WIP)

    @Ruthberg & BakaEngel: here's a list of Projectiles with their G7 BC (got it from Litz's book) https://www.dropbox.com/s/vdf6ak1xk9udv2k/All%20Bullets%20BALLISTIC%20COEFFICIENT%20Data%20Base.pdf?dl=0 here's one of my excel ballistics solvers with a huge Projectile Database containing +2100 bullets https://www.dropbox.com/s/f4fcp0ecpbuo6ho/Ballistics_v3.0.7.xls?dl=0 here's a list of Barrel Twist of all rifles https://www.dropbox.com/s/wory7lf09t3x74w/RIFLE%20TWIST%20Table.pdf?dl=0 you're welcome guys ^_^
  21. vekongmaster

    Advanced Ballistics (WIP)

    OMFG so now this mod works exactly just like the real life? we can use real projectile Ballistics Coefficient (like 175 gr SMK M118LR with 0.496 BC)? Holy shit for real bro?! you managed to use real life air drag?! you're not kidding, right? yihaaa!!! we can use our ballistics solver then, right bro? #OverExcited omg i'm gonna promote this to my shooting community, this will put Karin Christensen's Shooter Ready outta the business for sure lol XD we can use this sim to practice whenever we can't go out to shooting range :) good job, Ruthberg!!!! :jump_clap::bounce12:
  22. vekongmaster

    Advanced Ballistics (WIP)

    i admit your mod is extremely awesome (especially for its capability to simulate air drag, spin drift, coriolis, etc) :ok: i was about to promote it to my precision shooting community but then i realized your coefficient (or the air friction) is not the same as the real coefficient :( if somehow you could implement G1 and G7 drag model into your mod, this mod would definitely become an advanced shooting simulator which can be used by real long range shooters or snipers i know a guy named QuickDagger, he's a modder too. He made an awesome ballistics mod for Arma 2 ("Dagger Ballistics"). Amazingly that mod utilizes real G1 Ballistics Coefficient! i can even easily use my ballistics solvers for his mod. All my ballistics solvers amazingly seem to match Dagger's projectile trajectory. i can even apply my real quick formulas (that i use for real shooting) to his mod :D But unfortunately his mod doesn't simulate real dynamic air density, the atmospheric parameter is always constant at sea level (29.52 inhg, 59°F, 78%humidity). Despite that fact, that dude successfully managed to implement real G1 BC into his mod :bounce3: http://www.armaholic.com/page.php?id=24600 with all due respect, i highly suggest you to team up with QuickDagger or you can ask him to help you perfect this mod or perhaps you can dig some infos from that dude coz he's a ballistics genius just like you ;) please think about it, Ruthberg.
  23. vekongmaster

    Advanced Ballistics (WIP)

    @Baka: i think Ruthberg didn't use G1 or Litz's G7. i asked him if i could use my "Shooter" and "Applied Ballistics" app for this mod (both are based on Litz's formula) and Ruthberg did mention these: "The algorithms are custom-made for ArmA, but they are based on the same physical principles that apply to projectiles in real world." "And the C1 coefficient in the mod represents something different than in reality." "as long as you can find correct input data for the rifle/ammunition combination you are using in the game. It might not be perfect, but it will get you very close." looking from his demo videos, you can see the BC value he used for a .308 175 grain is 0.922, while in real life there's no way a .308 175 grain has a huge BC like that lol! a .308 175 grain should have a BC of 0.475/0.485/0.496/0.505. i haven't tried this mod yet but i assume Ruthberg's Coefficient is made exclusively for this game and differs from real life, but it represents same physical principles that apply to projectiles in real world :) you can use "Shooter" and other real app but it might not be as perfect as Ruthberg's AtragMX mod (which is designed for this ballistics mod) is this right, Ruthberg?
  24. vekongmaster

    Advanced Ballistics (WIP)

    alright i'm gonna install your mod :D so what you're tryna say is the BC values in this mod differ from the BC values of real projectiles, right? let's say a .308 175 grain (M118LR), in real life it has a real BC of 0.496 - 0.505, while in your mod it has an "in-game BC" of 0.822 (for example), right? if so, would you kindly release all the infos about input data for all the rifles and projectiles in this game? :)
  25. vekongmaster

    Advanced Ballistics (WIP)

    Hi Ruthberg, is this Ballistics mod really made based on Horus AtragMX in term of the mathematical equation? does this mod really utilize the real algorithm which being used by real AtragMX and other ballistics solver out there? in short words, can i use my own real ballistics solvers to generate firing solution for this mod as if it is a real shooting? as a long range shooter myself, i have Shooter and Applied Ballistics (with Bryan Litz's algorithm) and some other ballistics apps on my android smartphone, will they work for this mod? or i can only use your AtragMX for this mod? one more question, does your AtragMX mod work like real Horus Atrag which i can use for real life shooting? sorry for asking lotta questions :'( very interested in your mods :) but i'd like to dig some infos first...
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