quote:Original post by Jotaf
I would also like to see realistic ballistics. In games where the bullets actually have a travelling speed, you have to take into account the velocity of a moving target (fire a few meters in front of the target so that the bullet intercepts it). No one does this in real life, that would be insane! What real snipers do is, lock the crosshair on the target, so that the rifle MOVES with the target. I'm sure you've seen this in the movies but it's not obvious how it works. This way when the bullet is fired, it will have some starting velocity that makes it follow the target. This only works if the target has a constant speed, which is usually the case. It's kinda hard to explain, if you want me to elaborate a bit I'll do it, but you need some basic physics knowledge to understand it (I mean relative movement and stuff like that).
Sounds easy enough.. bullet is a particle with x,y,z velocities. Initial velocity is the movement of the mussle of the barrel. Then add mussle velocity to z. For each "tick" calculate new velocity based on gravity, wind, drag. Don't know how bullet spin & gyroscopic drift works though.. Anyway - by using the xyz velocity of the mussle, you'd get the bullet "moving with the target" effect.. Of course zig-zagging is always a nice counter-sniper tactic
Oh, and a nice tidbit: if you fire a bullet from a 100% horizontal barrel - the time it takes before it hits the ground is the same as if you'd dropped it from the height of the barrel. (flat ground of course). NOTE: the barrel must be level, not the sights - see next.
And another one: Most rifles are adjusted so that the bullet actually goes a bit UP from where you sight - it hit's the place you sight at fx 30m and 200m, but at 100m it's over the sigt (if you aim at the head, it'll probably go over his head.)
Oh - and PLEASE have realistic sound as well.. You never hear the shot that kills you! Speed of sound is about 340 meters/s
[edited by - frostburn on April 7, 2004 10:04:50 AM]