Realistic Bullets

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JohnKimble

FNG / Fresh Meat
Sep 2, 2011
21
0
0
Ive noticed that I have to lead bullets from a target just 10m or less away if the target is moving which is ridiculous, not to mention long range its near impossible to hit a side to side moving target. The bullet drop is fine but I think the bullet speed needs to be fixed.
 
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funymunky

FNG / Fresh Meat
Aug 13, 2011
117
11
0
Agreed, it's pretty ridiculous sometimes. Almost impossible to hit anyone at 100+ meters if they're moving.
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
636
84
0
I agree. I have to lead targets for literally over a meter if they're over 150m away.
 

Shortwave

FNG / Fresh Meat
Aug 16, 2011
46
2
0
So it's not just me..

I'd try a few inches.. A foot, two feet then just gave up and assumed I was retarded.
 

Tweek

FNG / Fresh Meat
Jun 10, 2006
84
14
0
Well, a 7.62x54 bullet move at about 2689 fps to 100 yards. So it takes it 0.112 seconds to get there. If you figure a human sprinting can go 15 mph (22 fps), then you would have to lead 22*0.112 = 2.45 feet. Sounds about right to me...
 

Kittybeard

FNG / Fresh Meat
Sep 1, 2011
13
5
0
It is early and i have nothing to do quite yet haha. So I was curious about what it would be in real life.

The MP40 fires a bullet at 381 meters per second. So it would take the bullet around 0.26 seconds to reach 100 meters. The fastest human Usain Bolt ran at 10.44 meters per second. So he would be able to go around 2.7 meters before that bullet hit where you aimed.

The Mauser kar98 shoots at 780 m/s so he would only manage to go around 1.37 meters if the shooter is at 100 meters.

Now keep in mind that the bullet speed would go down due to air friction. But also remember that our soldiers are tired, scared, weighed down equipment, average humans taken from normal lives and trained for just a few months, and not exactly running on a nice flat surface. There are after all quite a few bricks littered on the streets in the game.

Sources:
The MP40 submachine gun By Mike Ingram
98k page on wikipedia
Fastest humans
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
Anyone ever considered the zoom may give false perspective to the user how much to accurately lead? :p

If we take the 700m\s rifle muzzle velocity thumb rule it would take closer to closer to 0.21 seconds to reach 150m distance, apply latency and zoom perspective in the mix and you have it made.
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
I understand the science, but I have directly argued with tripwire about this. The reason is simple, bullet ballistics are compared serverside. This means you have to lead for bullet travel time + ping. (note that if you shoot a wall really close, you will hear a double sound from the gun firing and then the bullet hitting the wall when it should be near instantaneous. Try this on a 500 ping server, the lag is half a second)

I myself prefer the more common calculation of ballistics clientside, which means you hit a guy, he runs for (ping)milliseconds and then the hit gets calculated. The downside to this is you may think you took cover when on someone elses screen they got you, and you go down "unfairly".
 

Coreldan

FNG / Fresh Meat
Sep 1, 2011
141
8
0
So it's not just me..

I'd try a few inches.. A foot, two feet then just gave up and assumed I was retarded.

Story of my life, here.

Can't for the life of me understand how am I supposed to hit moving targets in this game :D
 

Aquda

FNG / Fresh Meat
Jan 16, 2011
133
145
0
Norway
I see what you mean in close combat, but in about 100m the bullet isn't going to be on target in 0.000000000000000001 sec like you guys who play COD, BF and CS like it, get used to it or get the **** away =D

Have a nice day!
 

J.Corvus

FNG / Fresh Meat
Sep 1, 2011
92
28
0
I understand the science, but I have directly argued with tripwire about this. The reason is simple, bullet ballistics are compared serverside. This means you have to lead for bullet travel time + ping. (note that if you shoot a wall really close, you will hear a double sound from the gun firing and then the bullet hitting the wall when it should be near instantaneous. Try this on a 500 ping server, the lag is half a second)

I myself prefer the more common calculation of ballistics clientside, which means you hit a guy, he runs for (ping)milliseconds and then the hit gets calculated. The downside to this is you may think you took cover when on someone elses screen they got you, and you go down "unfairly".

Sounds a bit silly to have the ballistics on serverside then.
What's the idea behind it? :confused:
It's not exactly "realistic ballistics" if bullet flight time is affected by ping.
 

aop

FNG / Fresh Meat
May 28, 2006
242
67
0
Sounds a bit silly to have the ballistics on serverside then.
What's the idea behind it? :confused:
It's not exactly "realistic ballistics" if bullet flight time is affected by ping.
The more calculations are done clientside the easier cheating is. If the bullet calculations were done clientside a cheat program could pretty much send "you got killed" packet to every player on the server.
 

Steezy_Six

FNG / Fresh Meat
Sep 3, 2011
90
24
0
United Kingdom
I don't understand how all over the forums everyone says they can't hit anything at all but when I play I'm getting killed so easily by some of the greatest shots I've seen from literally everyone on the opposing team.
 

Switch//

FNG / Fresh Meat
Oct 21, 2009
33
3
0
After speaking to my papa about the hit detection he saw in the game he explained to me how he thought it was bad Net Code or something of the sort, and how Counter-Strike used to have a problem with leading targets but they compensated for it with a feature than would guess where you could be in a quarter of a second and placed you there. I remember him reading about it when I was a lot younger too, I assume this isn't anyone's real fault except some bad server-mah-stuff going down.
 

Tweek

FNG / Fresh Meat
Jun 10, 2006
84
14
0
I myself prefer the more common calculation of ballistics clientside, which means you hit a guy, he runs for (ping)milliseconds and then the hit gets calculated. The downside to this is you may think you took cover when on someone elses screen they got you, and you go down "unfairly".
The problem is cheating. I could miss you by 5 feet, but my client sends a lying signal that I hit you and the server couldn't prove otherwise. Unfortunately, sever side calculations are unavoidable. Certain 'anti-lag' measures can reduce the side effects to some extent, but having a good ping will be an advantage for the foreseeable future.
 

slyder73

Active member
Aug 3, 2006
826
79
28
Vancouver
When I compare my misses to the amount of times I get hit while on the run, I think we might just be suffering from a confirmation bias here. LOL

Seems that a great many players are able to lead and hit on the run, at least when aiming at me anyway.

A couple have already done the Math, and think about it if any of you are hunters. There is a reason at 100 yards or even less that you don't shoot at a deer or elk that is running, you wait until it stops and lines itself up for you. Because it is BLOODY HARD to hit a moving target at any distance, no matter with what gun. This seems pretty realistic in game.
 

Hektor88

FNG / Fresh Meat
Sep 3, 2011
69
7
0
I don't understand how all over the forums everyone says they can't hit anything at all but when I play I'm getting killed so easily by some of the greatest shots I've seen from literally everyone on the opposing team.

Because only the complainers go to the forum to complain.

The rest of us are quite content with the bullet physics -- I love it. I have no idea about people saying it's "impossible" to hit someone running at a few hundred yards. I have got 5 running kills in 5 rounds with the Karabiner 98k at over a hundred yards. I have got 5 kills in 5 rounds with the Karabiner 98k at less than 10 yards. The bullet physics are amazing and, for the first time ever in a WW2-themed FPS, the bolt-action rifles actually represent their role and ability accurately.
 

Kittybeard

FNG / Fresh Meat
Sep 1, 2011
13
5
0
I really hope that single player will have a training part with moving targets (put cardboard soldiers on a rail or something). So that we can practice bullet lead at various distances etc.

Unless it is all due to lag of course :D. Hard to tell without knowing your ping.
 

Hektor88

FNG / Fresh Meat
Sep 3, 2011
69
7
0
I really hope that single player will have a training part with moving targets (put cardboard soldiers on a rail or something). So that we can practice bullet lead at various distances etc.

Unless it is all due to lag of course :D. Hard to tell without knowing your ping.

If you go to single-player in the beta, and try to load the German campaign, you will notice that it tries to load a level called something along the lines of "Training Ground." So I'd say there is a very good chance of that being the case.