LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 Perhaps it is a performance saving thing. I don't run my game on super high settings or use really high poly mods. It's kinda a potato so I treat it as such. All I know is if the projectiles are centered in my camera, they behave differently than when I am not looking. Sometimes they don't even leave impact destruction if I'm not looking. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 I'll play around with it some more and see if I can find any variance to this Observer Effect. This is a bit off of the goal of what I am doing but maybe it'll help me find my answers. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 Okay, so it seems it's not the Observer Effect, but likely what you mentioned, some kind of performance saving mechanism built in. I start to notice the variance in landing again once I get to around sgtm 0.4-0.5 and above. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 (edited) I'm wondering though, if I should use this "uniform" landing effect to call my dead center for my measurements or the relative center of the average landing area at regular game speed... debating, what are your thoughts? Since it seems to be the only consistent measurement I can get. Edited March 25, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 I hate to ask, but at your own leisure, could you try to replicate this and see if you get the same results as I do? Here are the settings I am using for the projectile.https://prnt.sc/iw93un Like I said, it seems to me I start to see a variance in impact somewhere around sgtm 0.4 - 0.5 Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 25, 2018 Share Posted March 25, 2018 I'll have a look, which will inform me on what I think you should use. I'm suspecting that I'll get different results to yours at regular speed. If I don't, then I may lean in favour of regular speed, but otherwise, I think I'd go with the slowed down speed that yields more consistent shot placement, because in that case, at least in my theory, the game is attempting to get that result, making it account for deviations better than if you use your game's regular speed when there are so many possible variables between PCs. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 That's why I was asking someone else to test it. This computer has a will of its own. My gaming PC is down for repairs so I'm using my 2012 MacBook Pro with a partitioned Windows OS in the mean time. Lemme know what your findings are. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 On a side note, I was testing it again and while I got the same result at lower sgtm, at regular game speeds my grouping was tighter (probably within about 100 units instead of 280.) Gonna mess with it a bit more then I'm going to go back to calculating case weights because at least that's consistent. Hollow truncated cones at least have an established formula. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 I found a handy, new tool to assist me. https://prnt.sc/iwb8uf Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 26, 2018 Share Posted March 26, 2018 I'm a little shocked at how useful that actually will be. Link to comment Share on other sites More sharing options...
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