Product Chat / Bullet gravity?

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Slaur3n
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Posted: 24th Feb 2014 21:11
Is it possible, or is it planned to create bullet gravity? Example: where you have to aim a little higher for long distance?
Scene Commander
Support Manager
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Joined: 3rd May 2008
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Posted: 25th Feb 2014 09:49
Hi,



There are no plans for a feature like this, but once flak is included, you might be able to simulate it.



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
BarZaTTacKS
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Posted: 26th Feb 2014 14:33
I thought this was just part of bullet physics, would just think this would always be worked on in a FPS game.



Anyway what is flak?
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LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 13th Mar 2014 18:06
Flak would be grenades, projectiles, mines, e.t.c. The bullet gravity feature has been requested by our non-resident weapons smith and rest assured he will not rest until it is in. I have the technical specs for the effect, but until performance and memory get signed off by the community, it remains on the to-do pile

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920, NVIDIA Geforce 650GTX Ti Boost 2GB GPU, 6GB RAM

AuShadow
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Posted: 15th Mar 2014 14:34
With regarding the technical specs will the bullet gravity differ based on different caliber weapons ie handgun 9mm drop a lot more then say the sniper with possibly a 7.62 bullet, and deeper in could we modify the bullet drop through coding so for a sniper based game we could have different loads for the sniper rifle and barrel mods which would affect the bullet drop, its just something that interests me as a shooter

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
Thurnok
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Posted: 15th Mar 2014 17:31
/second



As a shooter, you should also be interested in:

- Windage adjustment

- Breathing control

- Trigger pull effect

- Eye strain effect

- Stance stability



I know as a shooter (47 years worth and counting - 12 of which were while in the United States Marine Corps), these also interest me.



However, my personal opinion is that all of these, as well as gravity/distance, load, and barrel options are icing at this point. I would love to see any/all of them, but not to the point in delaying a release of the product. I would still be satisfied with a release that didn't have them, but were being considered as updates.



Yay for free updates for life!



"Once a Marine, always a Marine" ~ by everyone who has ever been.
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AuShadow
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Posted: 15th Mar 2014 17:45
Yes they all do inttest me and also more such as wind effect and such, if you go too far you could end up accounting for refraction through glass , but yes I will be glad with whatever we get for now just thought I'd throw some things in to be under consideration for when the time comes that they do start to really implement bullet physics

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
Thurnok
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Posted: 15th Mar 2014 19:22
With the recent achievements Lee has made in the area of performance, I think it won't be too long (in the next month or two possibly) before we see Lee starting to look at some of the features on his plate.



Based on past posts from Lee, I can see bullet physics being in there somewhere. All in all, its starting to progress nicely. I find myself more and more anticipatory day by day.
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LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 25th Mar 2014 02:13
I have an ally who makes it his business to ell me what I need to know about weapons in FPS games Once I get permission from the community that performance is solved, I will be moving on to the juicy stuff!!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920, NVIDIA Geforce 9600 GT GPU, 6GB RAM

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