Hello There, Guest!

09-05-2011, 08:35 PM | Post: #81
Offline Dipyrone 
Woww ! Nice job, excellent information ! Thx! Wink

Return to original Battlefield spirit of fight.
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10-07-2011, 06:08 AM | Post: #82
Offline OhMyKill3dAgain 
It took me forever to figure out the drop. For example, if I'm on the crabe in Oman and my target is in the railcar with the ramp. I aim at the top of the door. usually I get a head shot. I thank you for the Ballistics data. that helps with the other weapons too, instead of gettin killed everytime I experiment with a lead or drop and miss.
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10-07-2011, 06:08 AM | Post: #83
Offline OhMyKill3dAgain 
It took me forever to figure out the drop. For example, if I'm on the crabe in Oman and my target is in the railcar with the ramp. I aim at the top of the door. usually I get a head shot. I thank you for the Ballistics data. that helps with the other weapons too, instead of gettin killed everytime I experiment with a lead or drop and miss.
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10-07-2011, 08:57 AM | Post: #84
Offline TerrorDog 
this scared me
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05-08-2011, 10:47 AM | Post: #85
Offline Stalefish 
Wow - now this is one hell of a manual - big thanks ! Can't wait to try to put this into practice Smile
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05-08-2011, 03:54 PM | Post: #86
Offline Dark_Choas 
my method of shooting with recon is trial and error then memorization of what happens

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11-08-2011, 07:19 AM | Post: #87
Offline [EXP]MooningCat 
So a pistol bullet flys three times as fast as an APC one? Lulz..
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11-08-2011, 08:22 AM | Post: #88
Offline 0-Anne-0 
Woah! You must be REALLY bored to do a thing such as this!!!
Very nice information. How long have you been working on this?

[Image: BFP4F_Mini_Sig055.jpg]

Let us hope the human doesn't leave this planet to spread her iniquity somewhere else.
C.S. Lewis

(new signature coming soon)
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11-08-2011, 10:25 AM | Post: #89
Offline Solid 
(11-08-2011 08:22 AM)0-Anne-0 Wrote:  Woah! You must be REALLY bored to do a thing such as this!!!
Very nice information. How long have you been working on this?

If you know how it doesn´t need much work, i guess the writing the explaination took the most Time. Excel helped him much i guess Wink
He knew what he was doing and now he´s gone (again) Sad

That a bigger Bullet=>a Shell flies slower than a small Bullet isn´t surprisingly, you need much more Energy to accelerate a bigger mass
and
it would be bad if the Shells fly even faster, maybe it would be even OP...

[Image: b6975638bd.png]
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18-08-2011, 12:59 AM | Post: #90
Offline Boxer_Boy 
So are all the sniper rifles the same in bullet drop?
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18-08-2011, 01:16 AM | Post: #91
Offline roennel 
(18-08-2011 12:59 AM)Boxer_Boy Wrote:  So are all the sniper rifles the same in bullet drop?

No, the higher the Projectile Velocity, the lower the Bullet Drop.

List (From least Bullet Drop to most):
M110
M95
M14
M24,SVD,SVU,SV98

(This post was last modified: 18-08-2011 01:50 AM by roennel.)
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18-08-2011, 08:21 AM | Post: #92
Offline Solid 
There were only a Few Sniper Rifles at that Time: SVD, M24, and SV 98 which have the same Velocity. Later on new Rifles were introduced with new Velocity Stat. rukqoa left long time ago, came back for a short time and has left again, his Guides won´t get Updated anymore

[Image: b6975638bd.png]
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28-08-2011, 12:23 AM | Post: #93
Offline ABulletToTheHead 
(09-02-2011 09:55 AM)rukqoa Wrote:  Rukqoa's Ballistics Guide

Fundamental Equation:
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).
Code:
y = - (g / (2v²) ) * x²
y = drop, g = Earth's gravity acceleration, v = velocity of projectile, x = distance to target
In my chart, I also calculated lead using velocity and distance. Nothing too fancy either.
Code:
l = d / v * s
l = lead, d = distance to target, v = velocity of bullet, s = speed target is moving constantly at

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

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

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.

CONCLUSION

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)

Speed55: RPGs
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

Speed55
[Image: Ballistics1.jpg]

Speed75
[Image: Ballistics2.jpg]

Speed100
[Image: Ballistics3.jpg]

Speed150
[Image: Ballistics4.jpg]

Speed300
[Image: Ballistics5.jpg]

Speed400
[Image: Ballistics6.jpg]

Speed500
[Image: Ballistics7.jpg]

Speed530
[Image: Ballistics8.jpg]

Speed750
[Image: Ballistics9.jpg]

Speed900
[Image: Ballistics10.jpg]


I KNOW! I JUST BLEW YOUR MIND!

My brain hurts...

[Image: jUhAS.png]
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30-08-2011, 01:53 AM | Post: #94
Offline Cultured 
(18-08-2011 01:16 AM)wtfwtf Wrote:  No, the higher the Projectile Velocity, the lower the Bullet Drop.

List (From least Bullet Drop to most):
M110
M95
M14
M24,SVD,SVU,SV98

What is the muzzle velocity of these? I'm curious how fast the M95 is in particular. Is it significantly different from the original sniper values?
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30-08-2011, 02:32 AM | Post: #95
Offline Tegix62E 
:O

[Image: surprise-face.jpg]

That was really smart, and stuff.

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26-02-2012, 04:29 AM | Post: #96
Offline AgentX79 
i saw an equation and i stopped reading
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28-02-2012, 10:33 PM | Post: #97
Offline xprivatexdude 
Holy crap that must of taken a while even though i didn't understand a lot of it, good job

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10-03-2012, 05:34 PM | Post: #98
Offline .:-Iceman_27-:. 
nice man, i did understand everything, the only thing that can be added is how to calculate distance between you and your target. i've found this image in 2010 and it helped me a lot with every game that has bullet drop... this picture is based on a Dragunov SVD scope (original, because in this game it was modified)... so check it out!

[Image: zero.jpg]
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10-03-2012, 05:42 PM | Post: #99
Offline goat(sic) 
(10-03-2012 05:34 PM).:-Iceman_27-:. Wrote:  nice man, i did understand everything, the only thing that can be added is how to calculate distance between you and your target. i've found this image in 2010 and it helped me a lot with every game that has bullet drop... this picture is based on a Dragunov SVD scope (original, because in this game it was modified)... so check it out!

[Image: zero.jpg]

Yep. That's very helpfull Big Grin

[Image: TfLx3.png]

742617 000027
Stay (sic).
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11-03-2012, 06:07 AM | Post: #100
Offline ColossalObelisk 
Dang, someone found a way to use high-school math in real life.
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