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Showing results for tags 'ballistics'.
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Hi, forum This is my first post, I tried to search for topics like this one but did not really find anything, so I went ahead and made a thread. First off i really like the role of binoculars in the game, as I mostly play medic, it gives me a role out of combat. -Is it an "alpha-issue" that binocular vision is just a "zoomed" view? I would like to see through a hole or an oval, as it looks in real life, with bad periphial vision - it shouldnt be too hard to implement either. - I would like a distance recorder / laser on the binoculars! (maybe just the SL's, or if a Sniper-team role is ever implemented, for the spotter to have good binoculars, with distance measurement.) -Will there be zooming on snipers? I have only tried the SVD, but I think it's a pretty weak zoom... personally I have an 2-8x scope just for playing hardball, so it should be possible to zoom more, and hopefully also change the zoom. also a fun mechanic for snipers to have to do a little tweaking when putting people to rest. -The grenade launchers, or even sniper scopes should be able to be changed - to fire on different ranges (by rolling your mouse 3) to correct for bullet/grenade drop. I haven't felt any ballistics too much in the game(if at all), and honestly I don't know how much they effect real life shooting, but I think it would add to the fun, and its not like one wouldn't have the time to change the sights before enganging an FOB fx. This would also give the laser/distance viewer a nice role in-game, and enforce communication further. thanks for reading :)
I'm trying to aim the RPG 7, but I'm confused because on Squad.gamepedia, it says to aim higher than the standard RPG 7. Am I missing something because I thought the ballistics accurate? Source: https://squad.gamepedia.com/RPG-7
Hi, having played the game for a little bit now and having had played project reality i would like to suggest some items that I believe would be appealing to have in the game. Feel free to comment what you think! 1. Ghillie suits ("Vegging" up the ghillie suit would be cool as well) 2. Accurate mil dot ranging (As well as use of scope turrets [windage and elevation]) 3. Rope out of helicopters 4. Med evacs 5. Spotter and spotting scope 6. Vapor trail when looking through the spotting scope behind the sniper and parallax settings to see the vapor trail 7. Ballistic calculator and equipment (Including windage and elevation) 8. Range finder 9. EOD squad to disarm roadside bombs and IED's 10. Drag a downed teammate to cover (So you can revive them)
Hey. So I play a fair bit of Arma3 and I'm of course interested in Squad. It says on the KS page that squad will have: So what exactly can we expect? I know the FAQ page says that 'feature X will probably be included later on', but I have some specific questions and I'd be interested in seeing some discussion about this stuff anyway, so: Will rounds have a realistic BC? Will different types of ammunition be available, and will those types have unique values for things like BC, Penetration modifier... If I hit someone center mass with 7.62x51 will I know they're likely to bleed out very soon? And more importantly, how will damage be calculated? Will it be a guesstimated, flat value per ammo type? (Good for balance, bad for realism)? Or more based on KE (at impact) + round type (since it's not KE that wounds, but rather the permanent cavity, so a slower, weaker round could potentially do more damage). I'm also curious how you'll be considering balance vs. realism, when it comes to things like 5.56 vs 5.45, where I might expect more "damage" (base KE) from 5.56x45 but more of a permanent cavity from 5.45x39 (or more bleeding effects if they exist). I'd greatly prefer the latter so that getting shot at distance or through cover will come with a significant reduction to damage received. Further along this line, how will body armour factor into things? Will no penetration (like a lvl3 plate getting hit with 5.56) = no damage, but perhaps some suppression/shock affect? Or will that simply not make sense from a gameplay perspective and not be considered? Will there be any circumstances where a player can survive a headshot? And on the optics side of things, I assume by fully working you mean the reticles will be calibrated correctly? If so, fantastic. I've just recently been fixing some reticles for breaking point (arma 3 mod) and making the ACOG posts correctly zeroed for 5.56, calibrating the stadiametric rangefinder on the PSO-1 and so on; things like that matter to me so it'd be great to know similar features exist in squad. Along that line, what zeroing incriments will be available? 100m? 50m? Do you plan to add first focal plane optics with working MIL dots for ranging purposes? Or does that stuff exceed the scope (sorry) of Squad? edit: Oh, one more: Will we be able to switch between reticles as we do in arma? So I can switch between the red dot and the full scope on the ACOG, or switch between the PSO-1's optic and the weapons iron sights?
Hello everyone, I am the same Spartan0536 that writes ballistics code in the ArmA III mod forums for independent mod developers and I am now a contributing ballistics coder for the ACE 3 team in ArmA III, working alongside Ruthberg. Now that the introductions are covered I would like to ask a short series of very important questions. 1. Which calibers (small arms) are going to be represented in the game? 2. Will the game be using a single type value for the caliber or will there be different sub-munitions per caliber allowing people to best choose their load-out based on the combat environment? 3. Will the projectiles penetration and "damage" capabilities be realistically portrayed based on all available combat information and manufacturer specifications? 4. Will there be different ballistic characteristics based on ambient temperature, wind drift, Etovos, Coriolis, and atmospheric pressure and barrel length? 5. How will object penetration with projectiles be represented in the game? 6. Do you need any assistance with ballistics in this game? Thanks for taking the time to read this, I greatly enjoyed the PR mod for BF2 and I look forward to seeing what you have been working on for so long.