revenant0713 Posted February 24, 2018 Share Posted February 24, 2018 (edited) So I'm tweaking each projectile for my next playthrough, cuz a thought came to me of actually simulating realistic arrow and bolt trajectories. I initially thought it was just gonna be a few value edits in CK or TES5Edit, really. I've calculated the speed I want for bolts (2959 units per second, derived from real life medieval crossbow speeds in excess of 138 feet per sec). I know the distance I want the bolt to travel when angled at 45 degrees (32000 units away, converted from 1500 feet... the absolute maximum range steel crossbows were believed to be capable of. Trouble is, I don't know how gravity values in CK affect projectiles. If I knew the formula, it'd be easy to apply it to any speed value for any projectile at 45 degrees. So I need help. Anyone here ever fiddled with gravity before? I'd like to know how you guys think it works. In the meantime, I'm thinking of creating an in-game test: 500 yard target practice at 45 degrees and firing bolts at different speeds until i land on the target. Unfortunately, that would be terribly tedious, as I'll need to hit the target with at least 2 or three different speeds (taking God knows how many tries) before I can even attempt to compute the curve of how gravity works in Skyrim, because I'm pretty sure basic algebra won't cut it. To top it all off, my calculus is rusty. Oh yeah... and that means estimating a distance of 500 yards in-game... which I've found is actually hard considering how FOV tends to distort depth. So... I guess I'm just desperate for help. Any insight into the behavior of gravity will be appreciated. Thanks. Edited February 24, 2018 by revenant0713 Link to comment Share on other sites More sharing options...
slugmaster369 Posted April 23, 2018 Share Posted April 23, 2018 Yes, we need to find skyrim's gravity in units per second squared. Link to comment Share on other sites More sharing options...
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