Rukqoa's Ballistics Guide - Printable Version
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Rukqoa's Ballistics Guide - rukqoa - 09-02-2011 09:55 AM
Rukqoa's Ballistics Guide
A basic equation is used to calculate all my numbers. Because this game has no drag, bullet speed is constant between when you fire your projectile and when it hits your target's distance. Demize99 has confirmed that this equation was used in BF2 and in BC2 (modified only velocity of projectiles and added visuals).
I made two versions for the files.
Spreadsheet version: Uploaded onto Google Docs. This includes everything, all the numbers and up to 1000m. The tabs at the bottom switch between different projectiles at different velocities.
Image version: Right in this post. For the purpose of saving space, this only goes to 860m and is missing some universal constants. If you don't want to know how I got my numbers and don't plan on shooting over 860 meters, this is all you need.
Explanation (MUST READ):
* Distance x: The distance from your launcher (gun) to your target.
* Velocity v: Velocity of the projectile. Taken from game files.
* Gravity g: Gravitational acceleration on Earth defined as 9.81m/s^2 as you might have learned in high school.
* Drop y: Bullet drop in meters. This is how far the bullet is going to drop from its original target. Notice they're negative numbers (drop = down = negative). Compensate for this when you're doing long range shooting.
* Drop y2: Bullet drop in degrees. This is basically just Drop y, just in degrees. Note that if the y2 is greater or equal to 90 degrees, the projective will never reach the target.
* Walking s: Walking speed of a soldier. Constant as defined in game files. (In the game files, walking = running. And running = sprinting. I use walking and running. Game uses running and sprinting. Confusing, but I'm not going back to change the variable names.) It's 2x if the user gets the ability upgrade.
* WTravel z1: Lead in meters. Lead is how much you should shoot AHEAD of your target because projectiles take time to reach the distance. This is how much you should lead by if the target is walking constantly at that distance.
* WTravel z2: Lead in degrees. See lead in meters. Note how it's the same for all ranges because distances in long range are perceived the same in degrees as in short range. With experience and practice, you will know exactly where on your scope you should be shooting.
* Running r: Running speed of a soldier (aka. sprinting in game files). See walking speed for more information. It's also 2x if the target has the ability upgrade.
* RTravel w1: Lead in meters for sprinting targets. See WTravel z1 for more info.
* RTravel w2: Lead in degrees for sprinting targets. See WTravel z2 for more info.
Short Guide for Compensating for Ballistics
Drop is real. It happens to every projectile in this game except the guided launchers. If you want to shoot long range, this is important to compensate for. At 100 meters (+100 Ranged Kill), your shot is only 17 centimeters (or 6.87 inches) off. So, if you aim for the top of the target's head, you will still get a headshot. However, drop becomes increasingly apparent after 100 meters. If you read the chart (Speed530 for sniper rifles), you'll realize that the numbers get progressively higher quickly. 0.17 meters may not seem like a big deal, but add another 20m to distance, and the bullet drops 8 more centimeters.
Practically, what this means is, you'll need to compensate more for your target as they get further away from you. A human soldier is about 1.70 meters tall. Use that to estimate about how much you need to aim above the target. Remember that drop is consistent and non-random, so if you spend a lot of time on the crane in Oman, you'll eventually get the hang of it and start scoring body shots at super long range. Then, use that to compensate and headshots will be like cake in no time.
Lead is also real. Bullets take time to reach their target. Don't believe me? Shoot an RPG at a tank and see if it reaches instantly. If you want to compensate for lead, you should read the chart as well.
Practically, you don't need much calculation and thinking for leading. Just remember that the "lead angle", how many pixels your crosshair has to be in front of the target. It's constant at all ranges. The only thing that differs is between running and springing. Experience helps, and it will work even better if you know the marks and mildots on your screen. I haven't figured out how to use those yet, so if anyone is good with using them to lead, discuss.
I'll figure out how to use the scopes and report back later. In the meantime, have fun with the numbers.
Index (use the search function on your browser ctrl+f)
Speed75: Jet missiles
Speed100: Chopper missiles and Hellfire missiles
Speed150: Main Battle Tank 120mm Cannon
Speed300: Armored Personnel Carrier Autocannon and Tracer Darts
Speed400: Chopper Gunner
Speed500: Jet Autocannon (aka. MG)
Speed530: Sniper Rifles
Speed750: Assault Rifles and Light Machine Guns
Speed900: Submachine Guns and Pistols
Here they are:
Google Docs SpreadSheet
I KNOW! I JUST BLEW YOUR MIND!
RE: Rukqoa's Ballistics Guide - PanzerShriek - 09-02-2011 11:08 AM
Damn man, you got that down pretty good
Interesting thing that I just learned, I was wondering about the physics behind the game, considering the bullet/projectile drop for the long shots.
RE: Rukqoa's Ballistics Guide - Marakatu - 09-02-2011 01:47 PM
Woah ! And Rukqoa scores again !
Thx for enlightining us Ruk ;D I'm your fan and u know it.
RE: Rukqoa's Ballistics Guide - Balls-To-You - 09-02-2011 02:08 PM
damn boy, get a life...
just kidding, I like what your doing !
RE: Rukqoa's Ballistics Guide - KO3blPb - 09-02-2011 02:20 PM
RE: Rukqoa's Ballistics Guide - DefaultWarrior - 09-02-2011 03:53 PM
I did not understand a word on that chart. You are like Portal; you blow my mind.
Great job anyways
RE: Rukqoa's Ballistics Guide - JohnRambo - 09-02-2011 04:57 PM
This should be an official topic. So useful (didn't understand though )
RE: Rukqoa's Ballistics Guide - AcidKat - 09-02-2011 05:59 PM
thats alot of numbers......
thax for doing the work on this. since you obviously put time into this for my betterment.
RE: Rukqoa's Ballistics Guide - .Terminat0r - 09-02-2011 06:10 PM
thanks for physics lessons.
from now on I playing Recon with a calculator.
Mathematical Head shot = 200 points.
RE: Rukqoa's Ballistics Guide - Razordog - 09-02-2011 06:15 PM
Thanks for this guide. (bullet speed of a sniper rifle shouldn't be higher than that?)
RE: Rukqoa's Ballistics Guide - Persona-7 - 09-02-2011 07:49 PM
How come I don't notice any bullet drop when I do long range with any gun?
RE: Rukqoa's Ballistics Guide - usws - 09-02-2011 08:19 PM
In other words, the further the target, the higher we should aim (if we wanted to hit their head for example, we might aim above their heads?)? Now, if only someone would be so kind to stay still and let me test how high to shoot
RE: Rukqoa's Ballistics Guide - rukqoa - 09-02-2011 08:54 PM
(09-02-2011 07:49 PM)Persona-7 Wrote: How come I don't notice any bullet drop when I do long range with any gun?
This is because you aren't shooting long range enough. Also, the tracer (vapor trail) doesn't reflect where your bullet goes. It's straight while the bullet is not.
If you've shot an RPG, you'll know what I'm talking about when I say drop.
RE: Rukqoa's Ballistics Guide - General.Thor - 09-02-2011 09:22 PM
Although I do not think that memorizing these tables will help many people, this guide will help people understand how to aim better. Knowing that there is bullet drop, and knowing how it effects my bullets helped me get these shots in one game on Oman:
Ranged Kill +108
Ranged Kill +102
If you shoot someone at that range, you can actually see that the trail caused by your bullet is curved. Bullet drop is something that every sniper should keep in mind!
(09-02-2011 08:54 PM)rukqoa Wrote:(09-02-2011 07:49 PM)Persona-7 Wrote: How come I don't notice any bullet drop when I do long range with any gun?
If you shoot at super long range, the vapor trail will be noticeably curved. (I'm talking range that will get you a +108 Ranged Kill)
RE: Rukqoa's Ballistics Guide - rukqoa - 09-02-2011 11:23 PM
Thanks for your input guys. Updated chart and thread with guide for practical use.
RE: Rukqoa's Ballistics Guide - rukqoa - 10-02-2011 05:20 AM
Chart, now with more content. Will add vehicle moving lead later, maybe.
RE: Rukqoa's Ballistics Guide - InvinceZ - 10-02-2011 06:58 AM
rukqoa is serious bisness
RE: Rukqoa's Ballistics Guide - vondertann - 10-02-2011 08:54 AM
question, do the charts translate to the game in scale?
if the bullet drop is 1.5 m and the lead is 2m does that measure the same in game?
RE: Rukqoa's Ballistics Guide - rukqoa - 10-02-2011 09:09 AM
(10-02-2011 08:54 AM)vondertann Wrote: question, do the charts translate to the game in scale?
yeah. real scale
RE: Rukqoa's Ballistics Guide - Assault. - 10-02-2011 09:34 AM
Even though i didnt understand any of that, well done