Thread: JO: Revision
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Old 02-15-2018, 08:58 PM
Oscarmike247 is offline Oscarmike247
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Quote:
Originally Posted by stompem View Post
Fair enough opinion but I would say Nova didn't get it wrong at all.

They understood the ballistics entirely.

It's dealing with limitations again.

The game world view simply isn't as acute as the real world.

You can play Arma, BF or COD etc for that sort of simulation but look at the PC computing power required and also the poor server performance of some.

Realistic projectile speeds and the corresponding extended flight time probably adds unnecessary overhead. Makes tracer paths look flatter, might even cause detection errors?

Anyway calculations and ballistic paths were deliberately truncated and shortened to make it more playable on the hardware of the day.

This is in a 3D world where graphic objects disappear quit quickly mind you.

For instance the game world wraps and I think it's about 24 k in diameter, max LOD's are about 400 m and sky height is generally only a few hundred m above sea level etc.
You're thinking about it too much. I don't think the projectile velocities would effect the handling of the game. The weapon rate of fire could affect this perhaps. Playing online with guns with higher fire rates would cause some issues I would think.

Nova's velocities were not off by that much (ok some were by quite a bit), but what I am mainly adjusting is the bullet weight and drag coefficient. this simply affects bullet drop, ballistic characteristics, and damages at certain ranges. And Yes there were several weapons in the game that nova completely flopped on, and it had nothing to do with game performance. I'd guess that they just didn't give a crap.

Quote:
You can play Arma, BF or COD etc for that sort of simulation but look at the PC computing power required and also the poor server performance of some.
Arma: Yes BF: sort of COD: LOL

COD does not have a very realistic ballistics engine. I stopped playing after MW3 because it was trash. But as far as a know the game doesn't even have bullet drop. And regarding server performance, BF has some of the best netcode and hit detection on the market. Especially BF1. You hop on joint ops or today, even with better hardware and even with a server getting only 30 ping or so, and you still have to aim 20 feet in front of moving targets and get shot around corners all the time. None of that has anything to do with bullet velocities, just bad netcode.

Did Novalogic actually get their ballistics engine right? YES YES and YES. It's actually spot on... Check this out.

https://www.youtube.com/watch?v=RBfKmEC9X0A

In this video Jerry Miculek shoots a steel target 200 yards away with a Kriss Vector firing 45 ACP 230gr ammo. He aimed 8 feet above the target in order to hit it. Great shot btw.

As it turns out, I have a Kriss Vector in my mod whose ammo I have set to the same specifications of the real 45 ACP 230gr cartridge. same velocity, weight and drag coefficient values.

I decided to check it out in game. I set up a torso sized target at 200 yds (182.88 meters) and set a marker 8 feet (2.43 meters) above the target. Aiming precisely at the marker (8 feet above target just as Jerry did) lands a bulls-eye.

I think it is very interesting to play the game knowing that the capabilities of the gun you are using is very close to the real weapon. Nova's ballistic system is spot on and versatile. It's one thing they got right, they just didn't set the values right.

I'm not exactly sure what you are talking about with 3D LOD limits. They may not be rendered but they still exist in the game. and a projectile is going to hit its target and register damage in the game regardless of how far away the shooter is or if the shooter can see the target.

Last edited by Oscarmike247; 02-16-2018 at 05:17 AM.
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