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Posted: Tue Jun 30, 2015 9:37 pm     Super secret spam barrier
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Advanced Ballistics


Hi all,

I've been reading up on some of the other ACE features, (i know i know its hard to deal with an ACE related post that isn't b*!@#ing about the medical system.) and i was hoping to experiment with the ballistics side of things, but i cant seem to get the Kestrel or the AtragMX to work in game. After a quick google a cant find anything to suggest that this part of ACE is broken so I'm wondering if there's something local, or server side that's preventing them being used? Does an advanced ballistics model need to be turned on or something?


Posted: Tue Jun 30, 2015 10:33 pm     Super secret spam barrier
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just done some testing on the editor, it turns out that the AtragMX and the Kestrel have to be on your person, so vest of uniform to appear in the self interaction menu. They don't work when in your backpack. Not sure if this applies to the public server as I've not put down any modules or anything and it seems to work ok :S

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Posted: Tue Jun 30, 2015 11:11 pm     Super secret spam barrier
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Wind is present and affects bullet trajectory whether advanced ballistics is on or off, so that shouldn't affect the Kestrel.
I think.


Posted: Wed Jul 01, 2015 7:38 am     Super secret spam barrier
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Apollo wrote:
Wind is present and affects bullet trajectory whether advanced ballistics is on or off, so that shouldn't affect the Kestrel.
I think.


Yep, the Kestrel and the AtragMX  should work even when the module is not placed. Maybe it was some sloppy coding and they only work when it is turned on but I doubt that. The Kestrel is just showing the wind and not adding it to the game. The AtragMX is basically just a calculator for values for your fire solution. My personal experience is that if you dont go into long range sniping, the advanced ballistics will have no real effect on you. You only notice it when you try to hit something with a sniper rifle over 1000km or higher.


Posted: Wed Jul 01, 2015 9:12 am     Super secret spam barrier
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Mefirst wrote:

You only notice it when you try to hit something with a sniper rifle over 1000km or higher.


Only if you're content to walk your rounds onto target. Anything over 600m benefits massively from ballistic calculation. May as well take your time and make the first shot count. Not to mention it makes you feel like a badass

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Posted: Wed Jul 01, 2015 9:44 am     Super secret spam barrier
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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.


Posted: Wed Jul 01, 2015 9:54 am     Super secret spam barrier
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Perhaps it turns itself on when you equip an ace scope. One adjustable by mils?

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Posted: Wed Jul 01, 2015 10:03 am     Super secret spam barrier
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LessThanDave wrote:
Perhaps it turns itself on when you equip an ace scope. One adjustable by mils?
I remember seeing some reference that you can toggle it for 'high-powered scopes' however I have no idea how ace3 determines what an high-powered scope is.


Posted: Wed Jul 01, 2015 10:30 am     Super secret spam barrier
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Not a clue. It was just a guess tbh

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Posted: Sat Apr 02, 2016 6:30 pm     Super secret spam barrier
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Lionheart80z wrote:
Alexander wrote:
LessThanDave wrote:
Perhaps it turns itself on when you equip an ace scope. One adjustable by mils?
I remember seeing some reference that you can toggle it for 'high-powered scopes' however I have no idea how ace3 determines what an high-powered scope is.

Any scope that has better magnification than an ACOG/RCO.

There are loads in the 3cb arsenal where you spawn in.


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