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Gravity


LonesomeCoyote

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I can't get it to do anything it seems, no worries. I have found the pattern for a singular setting of gravity. I am going to see if it's consistent at other levels over gravity. I'm hoping its the same! Would make it simple. Regardless, I'm certain I can find a pattern to gravity as well.

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You know, it didn't seem to have any effect before I changed the projectile type to Missile. Maybe it's not that it was Missile, but that it forced some cache to clear. So try switching between projectile types and then try modifying the gravity setting.

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Maybe tomorrow. Well, I have good news to report. It doesn't seem that Gravity and Speed have a direct effect on each other.

I am finding that if the despite increasing/decreasing Gravity, Speed still makes the same gains/losses in distance when increasing/decreasing.

I still have more testing to do (tomorrow,) but this is a good sign so far. That means I won't have a very complex equation to work out most likely.

Edited by LonesomeCoyote
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The Speed has to remain consistent to the specific projectile unfortunately, since there is no way to gradually decrease the speed over time. This is, at least without scripts... this potential future project though, just like wind speed and a few other interesting things I have in mind for projectiles.

If somehow I could find a way to control the decrease in Speed in a realistic way, the projectiles would have a proper arc unlike what I'm working with now which resembles more of a stretched out Right Angle. I have yet to experiment with Aim Arc, but that is individual the the Weapon and not the Projectile. Still, that will take up gobs of time and there is much more I want to get to before I take on something like that.

It may also have a significant performance impact on computers when there is a large fire fight happening with complex scripts running for each individual bullet. The scripts would need to be complex as the rate of velocity decay is not consistent throughout from point A to B and different for each projectile, and considering that both Speed and Gravity effect distance, these values would have to fluctuate throughout the script (not to mention adding wind speed on top of this!) Also, behavior would have to be even more individualistic depending on the angle of the shot. It would likely be a feat of scripting wizardry to get it to work properly in the first place.

So at this point in time, I will be satisfied with the projectile leaving from point A and landing at point B, A being the firearm and B being the proper distance that said projectile would travel in real life from point A.

Now I just have to find out how Gravity influences the distance somehow. I'll think about it more and see what I can find out tomorrow. This is, assuming of course, my theory is correct. I still want to record more tests with changing Gravity/Speed Values before I'm satisfied with the pattern I am observing.

Edited by LonesomeCoyote
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Interesting. Yes, I moved from the BB projectile to 9mm because of a similar issue, no impact marks and I had a hard time seeing the projectile model. Forgot to mention that, my appologies. Regardless, the values were set to what BB ballistics would be. Were you able to observe the same uniform trajectory when at lower sgtm values?

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I have noticed less landing spread is synonymous with less gravity. They group better with less gravity (at least at sgtm 1.) The value for the BB I eventually settled on was 2.43 but I changed a few other things as well, such as muzzle height and a minor adjustment to speed.

Edited by LonesomeCoyote
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Well, I couldn't fix it. The vertical wood wall chunks did all right most of the time as long as they were vertical, but trying to get them to produce impact decals whilst laying on the ground never worked. If I stood next to the spot where they would hit, both at normal and slower speeds, from what I was able to tell, there was almost no difference.

 

The wood chunk I had at a Y position of -1433.4152 did make impact marks, and I have no idea why, but just one shot deviated the smallest bit higher, and everything else was literally dead on, exact same spot, a few centimetres lower than the deviant spot (haha, 'deviant spot' sounds funny).

 

Then I moved a vertical wall chunk to maybe -1400, and I couldn't get it to show even the smoke I was used to seeing, and then I tried a few hundred shots at my character, and she never got hit. Then I walked over to the BB one (which has hitscan, unlike the 9mm one), and it struck her just fine.

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