http://ace3mod.com/wiki/feature/advanced_ballistics.html- Drag modelling based on real-world ballistic coefficients.
- Ambient air density (air pressure, temperature, humidity) affects drag.
- Wind affects drag and deflects the trajectory.
- Wind speed varies with altitude.
- Terrain features, buildings and other objects disrupt the wind.
- Magnus effect (spin drift)
- Coriolis effect and Eötvös effect (Earth rotation)
- Loss of stability during transonic flight.
- Variable muzzle velocity based on powder burn rate and barrel length.
- Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
- A protractor for quickly measuring the inclination angle.
Our mission settings
class Item0
{
value="0";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="enabled";
};
class Item1
{
value="1";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="alwaysSimulateForSnipers";
};
class Item2
{
value="1";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="disabledInFullAutoMode";
};
class Item3
{
value="1";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="onlyActiveForLocalPlayers";
};
class Item4
{
value="1";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="ammoTemperatureEnabled";
};
class Item5
{
value="1";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="barrelLengthInfluenceEnabled";
};
class Item6
{
value="0";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="bulletTraceEnabled";
};
class Item7
{
value="0";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="simulationInterval";
};
class Item8
{
value="3000";
parentCls="ace_advanced_ballistics_ModuleSettings";
typeName="simulationRadius";
};
So to summarise:
- advanced ballistics is off to improve performance
- except for snipers, when it is on... but how are snipers defined? Perhaps the module should be synch'd to certain players?
- wind effects may only be noticeable for those players with advanced ballistics on?
- the ace wiki is lacking in information (again)
If anyone wants to do testing, I'm open to tweaking of our mission modules, with the exception that advanced ballistics needs to be not enabled for the majority of players, and particularly full auto weapons, because of the hit on fps.