I'm curious as to how the ballistics operate in Red Orchestra.
Here's what I do know. There is projectile drop. The projectiles follow a genuine trajectory which appears to model the acceleration of gravity, i.e. the trajectory becomes more steep with distance.
I also know that penetration chances of armor are affected by distance.
I also know that the game models travel time and that there is no penetration model of static objects and no model for wind drift (the game does not model wind).
What I am curious about is...does the game model air resistance? This can be done in a simplified fashion by enacting one standard model of air resistance for every bullet every time it is fired. However, for a realistic physics engine this has to be simulated to some extent. Air resistance is effectively the friction of projectile ballistics, it acts against the direction of motion and causes the projectile to lose velocity. This effectively means that a given projectile loses kinetic energy, and therefore penetration and power, the further it travels.
A simple way to model this would be by making the damage of a given round decrease over a given distance increment, as well as lose a portion of its velocity at that given increment.
In case you're curious how much velocity it should lose per increment, it is tied to the shape of the projectile in something called "ballistic coefficient." A simple example of how this affects projectiles can be seen with the old 8mm rounds of World War 2 that were round nose as opposed to the "spitzer" rounds seen afterwards....the spitzer rounds, being more aerodynamic, were able to retain a greater amount of their energy over longer distances.
To sum up, what does it model regarding projectile ballistics, and how?
Here's what I do know. There is projectile drop. The projectiles follow a genuine trajectory which appears to model the acceleration of gravity, i.e. the trajectory becomes more steep with distance.
I also know that penetration chances of armor are affected by distance.
I also know that the game models travel time and that there is no penetration model of static objects and no model for wind drift (the game does not model wind).
What I am curious about is...does the game model air resistance? This can be done in a simplified fashion by enacting one standard model of air resistance for every bullet every time it is fired. However, for a realistic physics engine this has to be simulated to some extent. Air resistance is effectively the friction of projectile ballistics, it acts against the direction of motion and causes the projectile to lose velocity. This effectively means that a given projectile loses kinetic energy, and therefore penetration and power, the further it travels.
A simple way to model this would be by making the damage of a given round decrease over a given distance increment, as well as lose a portion of its velocity at that given increment.
In case you're curious how much velocity it should lose per increment, it is tied to the shape of the projectile in something called "ballistic coefficient." A simple example of how this affects projectiles can be seen with the old 8mm rounds of World War 2 that were round nose as opposed to the "spitzer" rounds seen afterwards....the spitzer rounds, being more aerodynamic, were able to retain a greater amount of their energy over longer distances.
To sum up, what does it model regarding projectile ballistics, and how?