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gibonez

Advanced Ballistic Model

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I recently discovered a brilliant ballistic mod for arma 3.

 

A mod that manages to not only simulate wind in a accurate manner but that also simulates most of the other intricacies that are required for long range precision shooting.

 

Here is a breakdown of what the mod offers.

 

 

--- Description ---
This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players.

It makes long range shooting much more challenging and enjoyable.

--- Features ---
- Drag resistance based on ambient air density (air pressure, temperature, humidity)
- Wind drift (Wind speed varies with the height above ground and obstacles like buildings or certain terrain features can mitigate the wind)
- Spin drift
- Coriolis effect
- Eötvös effect
- Decreasing bullet stability through the transonic region (-> significant dispersion beyond supersonic flight)
- Ammo temperature affects muzzle velocity
- High power scopes get adjustable Mil/MOA Turrets
- Wind info
- Protractor

 

04Hs2Tb.png

 

He added degree indicators on some optics on the left hand corner of the screen.

 

QZzrvNR.png

 

Pressing Shift + k gives you players indication of where the wind is coming from and roughly how strong it is depending on the arrows color. This light green means relatively light wind and the angle means its at half value.

 

NFjtjdx.png

 

The mod also adds mil/moa elevation and windage adjustments adding more skill into sniping.

 

w5zRatz.png

 

Example of a .50 cals bullet flight trajectory.

 

You guys can download the mod here

http://forums.bistudio.com/showthread.php?181324-Advanced-Ballistics-%28WIP%29

 

Or

 

On play with six.

 

The mod plays nicely with the authors other two mods a ballistic calculator

aLPLxBd.png

 

and a krestel

mqPLEcD.jpg

 

Although within the context of Dayz these two are probably not needed as they don't fit the low tech survival theme.

 

Anyways this is a great mod and I recommend you try it . This makes long range shooting require skill, experience and eliminates the 12 year point and click sniping of dayz and vanilla arma.

Something that is greatly needed in dayz especially since dying has so much meaning due to permadeath.

 

Ruthberg the author of this mod once again proves that the Arma and Dayz mod communities are the games greatest asset and they will ensure these games are successful even years from now.

 

Example videos of how this great mod changes the ballistics and how it would benefit dayz immediately by balancing sniper rifles.

 

 

 

Things like KOS would be dramatically reduced.

Edited by gibonez
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Wow that's pretty amazing. Like you said it's a bit sophisticated and high tech for Dayz. But I think they'll implement something to make sniping and shoot harder. But that mod looks awesome. 

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Wow that's pretty amazing. Like you said it's a bit sophisticated and high tech for Dayz. But I think they'll implement something to make sniping and shoot harder. But that mod looks awesome. 

 

I said the krestel and the ballistic calculator might be too sophisticated for dayz.

 

I feel like the advanced ballistics in this mod would fit right in with dayz 99 percent of people would be unaffected and the guns would feel realistic but that one lone sniper trying to hit someone at 400+ with no experience will have a bad time.

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It would be nice, but the one issue is:

 
"This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players."
 

There is a few issues that come into play with this. I'll list some:

1. It's client side. Which right now they are trying to make most things server side.

2. If they did make this client side, they'll have issues with hackers disabling the effects.

3. Using the sophisticated effects like these would definitely cause a lot of performance issues server side.

4. But! Like I stated I believe they will improve on the ballistics and how guns shoot, sway,etc...I do like your ideas.

 

And I am looking forward when they do improve on ballistics. Cheers!

Edited by Kronons
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As far as I'm aware there are already plans to introduce factors such as wind into ballistics. The model is already fairly advanced to begin with, and I don't doubt it'll be improved upon.

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The other good reason why such a feature would be great is that in theory it would make the devs job easier when it comes to the optics.

 

Instead of having to configure each scope to each and every weapon. They simply give each scope a maximum amount of angular elevation travel and windage adjustment.

 

Players then go out on their own and write their own range charts for each weapons.

 

Scopes would have more value if they have high elevation adjustments vs lower elevation adjustments.

 

A scope with a max elevation adjustment of 120 moa for instance might reach out to 1100m meanwhile a lower tier scope with only 90 minutes of travel would only reach out to 900m on the same weapon platform.

 

They can then even differentiate the scopes by having some scopes allow for more precise adjustments by allowing 1/4 of a minute adjustments while some of the cheaper scopes might only allow 1 minute adjustments.

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This is giving me nostalgia of playing with ACE.

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This is giving me nostalgia of playing with ACE.

 

From my understanding this is far more complex and in depth than anything ACE ever had.

 

apparently this Ballistic mod even models things like humidity and bullet instability once the bullet goes transonic.

 

Meaning the accuracy of the bullet actually gets worse once the bullet no longer flies super sonic this little detail alone would make long range shots insanely hard and its awesome.

 

 

Nice of you to mention ace though I remember playing the Hard Ops version of Dayz and my god even simple ACE sniping is hands over fist better over vanilla sniping.

 

The tiny additions of moa/mil adjustments and wind really has a huge effect on sniping and the types of players that pick up a sniper rifle.

 

during my entire time playing HARDops I only got sniped once  and it was quite an impressive shot from about 500+m I was impressed.

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From my understanding this is far more complex and in depth than anything ACE ever had.

 

apparently this Ballistic mod even models things like humidity and bullet instability once the bullet goes transonic.

 

Meaning the accuracy of the bullet actually gets worse once the bullet no longer flies super sonic this little detail alone would make long range shots insanely hard and its awesome.

 

 

Nice of you to mention ace though I remember playing the Hard Ops version of Dayz and my god even simple ACE sniping is hands over fist better over vanilla sniping.

 

The tiny additions of moa/mil adjustments and wind really has a huge effect on sniping and the types of players that pick up a sniper rifle.

 

during my entire time playing HARDops I only got sniped once  and it was quite an impressive shot from about 500+m I was impressed.

 

My experiences with ACE in A2 were from missions where you'd have about 120 people on the server, Airborne Blufor and Mechanized Opfor and 20 minutes of mission planning from our CO leading to me seeing "YOU ARE DEAD" while riding in a BTR when a cobra TOWd the thing.

 

Other fun experiences were being a part of a sniper team being coached by some Brit sniper school instructor when the server was packed again. That was a good one.

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My experiences with ACE in A2 were from missions where you'd have about 120 people on the server, Airborne Blufor and Mechanized Opfor and 20 minutes of mission planning from our CO leading to me seeing "YOU ARE DEAD" while riding in a BTR when a cobra TOWd the thing.

 

Other fun experiences were being a part of a sniper team being coached by some Brit sniper school instructor when the server was packed again. That was a good one.

 

Best experience I ever had with ace was always playing insurgents vs players.

 

I would love to set up IEDS on the road out of the blufor base, to steal a mortar and use ACE's wonderful artillery system with the help of a forward observer to bombard the blufor base, I loved using the cz 550 to take pop shots at them.

 

Generally I loved the slower, methodical and realistic nature of ace.

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Wind would be awesome.

At the moment I can almost just guess shots, this would make it far better.

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Best experience I ever had with ace was always playing insurgents vs players.

 

I would love to set up IEDS on the road out of the blufor base, to steal a mortar and use ACE's wonderful artillery system with the help of a forward observer to bombard the blufor base, I loved using the cz 550 to take pop shots at them.

 

Generally I loved the slower, methodical and realistic nature of ace.

Taking a bunch of features from ACE would be beneficial. Weapon resting on corners and windowsills would be very welcome to the game for example.

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Taking a bunch of features from ACE would be beneficial. Weapon resting on corners and windowsills would be very welcome to the game for example.

 

  • Compass and protactor + map tools to draw and write down stuff on the map.
  • ACE mortars that make indirect fire almost 1:1 like real life thus are the most skill ful weapon in the game and justifiedly so are so powerful with a good crew.
  • Wind ballistics
  • weapon resting , bipod deployment
  • injury system medical system
  • Crew served weapons
  • action menus that replace the middle mouse wheel menu
  • body dragging
  • MOA/MIl scope adjustments
  • Stamina, weight system
  • Great inventory system
  • Explosive menu that lets you attach ieds/explosives to vehicles, set tripwires, attach clackers , aim claymores etc.

Really thats just off the top of my head ACE truly is the most amazing content rich, complex mod I have ever had the pleasure to play. So many features would transfer right over to dayz and would work so well.

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  • Stamina, weight system

 

I have a problem with that one.

Your standard loadout in ACE requires you to not sprint the whole time or your guy will stumble and pass out, God help you if you are an ammo bearer for a guy with a 240.

 

One match with those guys we dismounted from a 113 and ran into woods at night, found a squad of guys, fought, retreated and I was the AT rifleman with a couple belts for the 249 guy.

I passed out and nobody noticed leaving me behind, two minutes later I woke up and nobody was around. I eventually made my way back to the rally where we dismounted and found everyone dead and our APC destroyed. They called it at that point saying we were combat ineffective. Was spooky going through the woods on my own wondering where everyone was while there were still ~50 people on the opposing team looking for me and other survivors to mop up.

I could talk ACE stories for a very very long time.

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  • ACE mortars that make indirect fire almost 1:1 like real life thus are the most skill ful weapon in the game and justifiedly so are so powerful with a good crew.
  • Crew served weapons

 

Fuck yes. Player driven events like a mortar line firing into a city or player made base would be really welcome.

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Fuck yes. Player driven events like a mortar line firing into a city or player made base would be really welcome.

 

Yup so long as they are at the very least as complex as the ACE artillery then it would be balanced.

 

Firing even one mortar round is something that takes around 5 minutes even longer if the mortar needs to be set up then you need forward observers.

 

Offensively they might be terrible but as base defense they would be amazing.

 

  • 1. Set up a dedicated mortar station in a base.
  • 2. once set up find all of the most likely attack positions snipers and enemy fighters would use to attack the base.
  • 3. Give each of them a code name and a deflection + elevation + charge count.
  • 4. When an enemy attacks such as a sniper refer to the written chart and have your mortar person lock in to one of the code names and fire a shell that should end the attack immediately.

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Yup so long as they are at the very least as complex as the ACE artillery then it would be balanced.

 

Firing even one mortar round is something that takes around 5 minutes even longer if the mortar needs to be set up then you need forward observers.

 

Offensively they might be terrible but as base defense they would be amazing.

 

  • 1. Set up a dedicated mortar station in a base.
  • 2. once set up find all of the most likely attack positions snipers and enemy fighters would use to attack the base.
  • 3. Give each of them a code name and a deflection + elevation + charge count.
  • 4. When an enemy attacks such as a sniper refer to the written chart and have your mortar person lock in to one of the code names and fire a shell that should end the attack immediately.

 

 

That is something what I can look forward to. Mortars aren't known for accuracy and need large volume of fire to achieve effect. One crew will overheat their tube, a small group will burn out their ammo in short order. Airbases known for being sniper alley? Well now they're known for raining mortars. Really would love to see some sniper elite wannabe streamer get torn asunder by HE mortars.

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I recently discovered a brilliant ballistic mod for arma 3.

 

A mod that manages to not only simulate wind in a accurate manner but that also simulates most of the other intricacies that are required for long range precision shooting.

 

Here is a breakdown of what the mod offers.

 

 

 

 

He added degree indicators on some optics on the left hand corner of the screen.

 

 

 

Pressing Shift + k gives you players indication of where the wind is coming from and roughly how strong it is depending on the arrows color. This light green means relatively light wind and the angle means its at half value.

 

 

 

The mod also adds mil/moa elevation and windage adjustments adding more skill into sniping.

 

 

 

Example of a .50 cals bullet flight trajectory.

 

You guys can download the mod here

http://forums.bistudio.com/showthread.php?181324-Advanced-Ballistics-%28WIP%29

 

Or

 

On play with six.

 

The mod plays nicely with the authors other two mods a ballistic calculator

 

 

and a krestel

 

 

Although within the context of Dayz these two are probably not needed as they don't fit the low tech survival theme.

 

Anyways this is a great mod and I recommend you try it . This makes long range shooting require skill, experience and eliminates the 12 year point and click sniping of dayz and vanilla arma.

Something that is greatly needed in dayz especially since dying has so much meaning due to permadeath.

 

Ruthberg the author of this mod once again proves that the Arma and Dayz mod communities are the games greatest asset and they will ensure these games are successful even years from now.

Just like the ballistics in ACE mod, I've been suggesting they add something like this since the mod, this how to balance sniping and make the game more interesting, thanks for posting this.

Edited by a_ruttle

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The author of the mod just updated it and man its so much better.

Here are some awesome example videos of how complex and wonderful the ballistic model is.

This would automatically balance sniping as it would now be an art not the easiest way to kill like it is currently in dayz.

 

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Great video detailing how advanced the ballistics are.

 

Wind actually being affected by the terrain being stronger in some parts weaker in others depending on the topography.

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Seriously love that idea and have been a fervent supporter of making long distance shots more realistic, it will definitely sort the men from the boys. I know of quite a few RL distance shooters like myself that would be very happy if this sort of thing was introduced into the game.

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Seriously love that idea and have been a fervent supporter of making long distance shots more realistic, it will definitely sort the men from the boys. I know of quite a few RL distance shooters like myself that would be very happy if this sort of thing was introduced into the game.

 

The gameplay bonuses such a system would bring to the game are far too great to ignore.

 

Something like this would fundamentally change how the player interaction and gameplay flows.

 

People will engage at closer distances, attempt to rob people more and snipers will become rarer as they should it is something that requires skill and is not really accessible.

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The gameplay bonuses such a system would bring to the game are far too great to ignore.

 

Something like this would fundamentally change how the player interaction and gameplay flows.

 

People will engage at closer distances, attempt to rob people more and snipers will become rarer as they should it is something that requires skill and is not really accessible.

 

Well it certainly gets my beans as do you for this one.

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Author of the mod posted some videos on the wind and how its calculated.

 

 

 

Really awesome stuff love how even the wind is affected by the environment further making shots a more complex affair.

 

With wind like that making a high altitude shot with the wind to your back easier meanwhile the opposite would be insanely hard.

Edited by gibonez

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