Somewhat Realistic balistics?
RobB
TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
I'm not talking 'bout realistic downtravel, that can be ignored, "our" battlefields are rather close combat.
I mean deflection through waterfalls*, high pressure exhausts* and reduced damage / range when shooting submerged.
...the last thing could be done with quite a simple lua code:
if self.swimming = 1 then
self.rifle.range = weaponrange_submerged
self.rifle.damage = weapondamage_submerged
end
I'm sick and tired of seeing projectile weapons not working under water, where they should have 'only' a higher deviation, lower range and about 10% less damage.
* requires bulletbath check on hitscan weapons.
I dont know yet how that is performed at all, so i ant make any suggestions for that.
I mean deflection through waterfalls*, high pressure exhausts* and reduced damage / range when shooting submerged.
...the last thing could be done with quite a simple lua code:
if self.swimming = 1 then
self.rifle.range = weaponrange_submerged
self.rifle.damage = weapondamage_submerged
end
I'm sick and tired of seeing projectile weapons not working under water, where they should have 'only' a higher deviation, lower range and about 10% less damage.
* requires bulletbath check on hitscan weapons.
I dont know yet how that is performed at all, so i ant make any suggestions for that.
Comments
About weapons not firing while submerged, I actually like that on some of them. Often you dont want to submerge guns due to rust, and not to mention how they can impact on the guns behavior while not submerged. Those that do fire while submerged could probably have some modifiers though.
Changing dir of a trace mid-trace sounds like some kind of expensive trace (or rather, a trace detecting stuff, calculate new trace and runs it, and so on), and probably not really worth it. On "real" ballistic weapons like grenades it would be cooler though.
On intial release at least. I thought there was some allusion to getting more water stuffs for later. Could be wrong of course.
For bullet path calculation it isn't too hard. It's the same as detecting a hit on an enemy. Trace path, check for collisions. If you hit a wall, it hits the wall. Hit a high velocity water/air entity, do stuffs!
That being said, I'm unsure how many of these will be around and if it's worth it to modify the bullet path. At least realistically with more deflection for more time going through the volume. More fixed deflections and such would be a quick first-order hack.
I'm not talking about a lazy cloud of steam floating through air.
Four to five bar of pressurized gas should already be able to alter a bullet's path.
I mean deflection through waterfalls*, high pressure exhausts* and reduced damage / range when shooting submerged.
...the last thing could be done with quite a simple lua code:
if self.swimming = 1 then
self.rifle.range = weaponrange_submerged
self.rifle.damage = weapondamage_submerged
end
I'm sick and tired of seeing projectile weapons not working under water, where they should have 'only' a higher deviation, lower range and about 10% less damage.
* requires bulletbath check on hitscan weapons.
I dont know yet how that is performed at all, so i ant make any suggestions for that.<!--QuoteEnd--></div><!--QuoteEEnd-->
LOLOLOL
do you know how fast projectiles slow down once they leave the barrel?!?!?!?
how did you come up with the 10%
it's more like 90% damage = 1 foot
20% damage = 2 feet
0 damage = 2.5 feet
Edit: These are all under exaggerated since a lot more E is lost anyways
What you're look for is an alternate weapon to shoot with underwater,
such as a spear gun
Edit: oh yeah, why would you want to shoot your gun underwater anyways?
Do you really want the gun to explode right in your face from the expanding gases not being able to escape!?!?
Or you have no idea why you shouldn't shoot guns submerged?!?