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Red Orchestra Ballistics

I love the ballistics in this game, but at the normal distances the huge bullet weight and power of those rifle cartridges (7.62x54R and 7.92x57) mean that under 250m bullet drop and air resistance is negligible...
Only in really big maps like Barashka it can be noticed...
For SMG the problem above 150m is so big that it is also difficult to hit anything...
Tank bullets have nice ballistics also...
Actually, I have a drop of 24 inches at 250m for the Mosin and 31 inches for the Kar 98.

MP40 at 150m is already around 40 inches - at 250m it is 130 inch drop. Good luck hitting anything with that. And that is before worrying about the Magnus effect (MP40 starts out transonic, pretty much).
 
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The reason why bullet drop might seem neglible at 'short' ranges is that typical rifle bullet travels with such speed that you think it's less than it really is.

As a thumb rule, bullet drops as fast as you would hold one in your fingers and drop it down once it leaves the barrel. Since it would take bit over quarter of a second for bullet to travel 250 metres (presuming muzzle velocity is abstracted at 800m\s), you can take a memory stick\such, drop it and count how much it falls in quarter of a second and you have very rough idea how much the rifle bullet would drop in such time. Now considering SMGs have easily half he muzzle velocity (or even less), the time it takes for bullet to reach 250 metres can be quite close to a second and you can take an estimate how much it falls with with the example I mentioned.

And then let's add the problem visual objects are 'scale objects' on screen relative to how typical human eye would see them in real life as TWI addressed it in RO:HoS ironsight zoom. ;)
 
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of course the interest in bullet drop isn't in reciting the story of Galileo dropping cannon balls off the tower of Pisa. the frame of reference for bullet drop in exterior ballistics is always in relationship to both launch angle and where the trajectory resides above\below the level line at increments considerd and where the trajectory finally crosses the level line. moreover proper gunsight settings are obviously keyed to both as is battlesight gunnery. if a realworld graticule\reticle is designed based upon a model bullet drag function that more closely resembles G6 rather than G1 than calibrating the in-game sight picture becomes progressively more and more inaccurate as a function of distance -- that is unless your game coding is either varying BC as a function of distance or you are rescaling historical gunsight reticles to account for error between reality and that which occurs in-game.
 
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