this is the only thing what they wright there
BallisticCoefficient; // Ballistic coefficient for this bullet
I really want somebody from TWI who can answer this because as i read the fourms this is not just my problem
Hello,
My one has lots more info in it, here is a copy of the text:
//=============================================================================
// ROBallisticProjectile
//=============================================================================
// Projectiles that do true ballistics calculations. Calculations
// are done in native code for this class and its subclasses when
// the physics are set to PHYS_Projectile
//=============================================================================
// Red Orchestra Source
// Copyright (C) 2005 John Gibson
//=============================================================================
class ROBallisticProjectile extends Projectile
abstract
native;
//=============================================================================
// Variables
//=============================================================================
var float AmbientVolumeScale; // Amount to scale this projectiles ambient sound
// Constants
const ScaleFactor = 18.4; // 18.4 unreal units = 1 foot in our game.
const ScaleFactorInverse = 0.0543; // 1/Scalefactor
// Behavior
var() float BallisticCoefficient; // Ballistic coefficient for this bullet
var float BCInverse;
// Debug
var bool bDebugBallistics; // Set to true to turn on ballistics debugging
var float FlightTime;
var Vector OrigLoc;
var Vector TraceHitLoc;
var bool bTrueBallistics; // If this is true do the true ballistics calcs in native, instead of standard projectile calcs
var bool bInitialAcceleration; // If this is true and bTrueBallistics is true, the projectile will accellerate to full speed over .1 seconds. This prevents the problem where a just spawned projectile passes right through something without colliding
var() float SpeedFudgeScale; // Scales the velocity by this amount. Used to keep the proper ballistic trajectory while making the projectile phyically move slower
var() float MinFudgeScale; // When bInitalAcceleration and bTrueBallistics are true, the projectile will accellerate from MinFudgeScale up to SpeedFudgeScale over InitialAccelerationTime seconds
var() float InitialAccelerationTime;// Time in seconds it takes for the shell to get up to the full SpeedFudgeScale
//=============================================================================
// Functions
//=============================================================================
//-----------------------------------------------------------------------------
// PostBeginPlay
//-----------------------------------------------------------------------------
simulated function PostBeginPlay()
{
local Vector HitNormal;
local Actor TraceHitActor;
Velocity = Vector(Rotation) * Speed;
BCInverse = 1 / BallisticCoefficient;
if (Role == ROLE_Authority && Instigator.HeadVolume.bWaterVolume)
Velocity *= 0.5;
if (bDebugBallistics)
{
FlightTime = 0;
OrigLoc = Location;
TraceHitActor = Trace(TraceHitLoc, HitNormal, Location + 65355 * Vector(Rotation), Location + (Instigator.CollisionRadius + 5) * vector(Rotation), true);
if( TraceHitActor.IsA('ROBulletWhipAttachment'))
{
TraceHitActor = Trace(TraceHitLoc, HitNormal, Location + 65355 * Vector(Rotation), TraceHitLoc + 5 * Vector(Rotation), true);
}
// super slow debugging
//Spawn(class 'RODebugTracerGreen',self,,TraceHitLoc,Rotation);
log("Debug Tracing TraceHitActor ="$TraceHitActor);
}
}
simulated function HitWall(vector HitNormal, actor Wall)
{
if (bDebugBallistics)
{
log("BulletImpactVel = "$VSize(Velocity) / ScaleFactor$" BulletDist = "$(VSize(Location - OrigLoc) / 60.352)$" BulletDrop = "$(((TraceHitLoc.Z - Location.Z) / ScaleFactor) * 12));
if (Level.NetMode != NM_DedicatedServer)
Spawn(class 'RODebugTracer',self,,Location,Rotation);
// ROPawn(Instigator).BulletImpactVel = VSize(Velocity) / ScaleFactor;
// ROPawn(Instigator).BulletFlightTime = FlightTime;
// ROPawn(Instigator).BulletDist = VSize(Location - OrigLoc) / ScaleFactor;
// ROPawn(Instigator).BulletRefDist = VSize(TraceHitLoc - OrigLoc) / ScaleFactor;
// ROPawn(Instigator).BulletDrop = ((TraceHitLoc.Z - Location.Z) / ScaleFactor) * 12;
}
}
defaultproperties
{
AmbientVolumeScale = 1.0;
BallisticCoefficient=0.3 // just a fallback
Physics=PHYS_Projectile
TossZ=0.0
bTrueBallistics=true
SpeedFudgeScale=1.0
MinFudgeScale=0.025
InitialAccelerationTime=0.1
bInitialAcceleration=true
Gru