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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Originally Posted by TheSkudDestroyer If I'm in a car, and I throw a ball out
  1. #2056

    Celestial1's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by TheSkudDestroyer View Post
    If I'm in a car, and I throw a ball out the window, the ball will curve right due to coriolis force. Always.
    And will move forward at the same speed of the car at release.
    IRL, the Coriolis effect would affect how quickly the forward movement decelerates (and at some point turn into 'backwards' movement), if I am correct in my thought.
    (And this is, of course, not accounting for wind resistance which would couple with the Coriolis effect to force the ball 'backwards' from the car.)

    I don't think that the engine would replicate the Coriolis effect, but the concept of the shell moving forward with the tank is correct (though, again, not that pronounced, and offset by the Coriolis effect).

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  3. #2057


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    Re: PR Dev Journal.

    Don't forget that the ranges in PR are alot different than RL just because of view distances and ballistics. Agreed that the BF2 physics are wack.
    |TG-69th|chrisweb89


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  5. #2058

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    Re: PR Dev Journal.

    correction, the shell was just curving towards chris's head IRL, call it the chrisfrag effect.

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  7. #2059

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    Re: PR Dev Journal.

    The Coriolis effect would be negligible compared to the effect that the tank is moving forward at lets say 15m/s (=54km/h) and the target is 300m away and the bullet leaves the barrel at 600m/s(=2160km/h~2xspeed of sound). this means that the round will be in flight for around half a second which means that it hits 7.5m infront of where you were aiming at the time of firing. In the video this effect is increased since the frame of reference is changed during the flight of the round, he keeps aiming at the same target which means that the the angle to the rounds trajectory is changed which makes the curve more pronounced. I have not taken the drag from the bullit slowing it down into account since it is negligible.

    Hope that makes sense...
    If people are becoming so bored when playing that they have to resort to this immature behaviour I will give them something to do, call it a project. The project is "appeal a ban". - Wicks




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  9. #2060

    Celestial1's Avatar

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    Re: PR Dev Journal.

    Getting all "physics lesson" up in this thread.

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  11. #2061

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    Re: PR Dev Journal.

    Well Kat calls him self physicist, so we might as well just listen to understand it.

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  13. #2062

    A_Grounded_Pilot's Avatar

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    Re: PR Dev Journal.

    Guys, coriolis effect? Really? Sounds like Kat is the only one who has any idea what he is talking about. Coriolis effect is caused by the fact that our reference plane (the earth) is in itself a rotating sphere. It is apparent over very long distances. Look at the way wind moves relative to high and low pressures. It flows parallel to the direction you'd think it would. This is because it's motion appears to be deflected 90* to the right in the northern hemisphere. This is an illusion due to the fact that we reference the earth as stationary in weather maps, when in actuality it is rotating. Wiki has a good description of it, and you can search it on youtube to see a good demonstration as well. For fire control solutions, coriolis effect doesn't even remotely become a factor until you are talking about high-trajectory indirect fire artillery with really long hang times, and even then you are talking about only very small errors. Yes, there is an itsy-bitsy teeny tiny coriolis effect when you fire a tank shell, but it is so minute that it would be completely overwhelmed by other factors such as barrel temperature and wear, manufacturing imperfections in the round, varying chemistry of the propellant, etc. Skud, the reason the ball goes to the right when you throw it out your window is because you are throwing it out of the passenger window and aerodynamic drag is slowing it down. To your constant-velocity reference point, it's path appears to curve right. If you want to observe coriolis effect, drive your car in a left-hand circle, then throw the ball straight ahead. It's path will appear to curve to the right to anyone in the car, but to anyone standing on the ground the ball will follow a straight trajectory. Viola, coriolis effect.


    Now, to keep this on topic...

    Quote Originally Posted by R-DEV Alkali

    Hi,

    With a total of 25 tracks, the album will be released (fingers crossed) this week or next. I have been working very hard to get it sounding right, thats why there a few delays along with other some other issues. I dont want to release it half done, I want it 100%.

    It will be a digital release at the moement, and then after a few months I will release a physical release. Thanks to Chuc for doing the artwork.

    I will also upload some bits from the bonus tracks to youtube during the week.

    Thanks,

    Scott Tobin

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  15. #2063

    Celestial1's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by A_Grounded_Pilot View Post
    Guys, coriolis effect? Really?
    I did add a "I fail at physics" disclaimer, and tried to explain in my limited knowledge of physics concepts why it didn't apply.

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  17. #2064


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    Re: PR Dev Journal.

    Quote Originally Posted by TheSkudDestroyer View Post

    Me being the man of science I am, I know that Coriolis force curves projectiles to the right.
    Well in the AF they decided to play the opposite day joke on you, but they also never told you the joke was over. - I keed, I Keed.

    If you are looking for the answer it is all explained here guys:

    Semi-NSFW (I want to cover all my base, so they belong to me and not you)
    ttp://www.myconfinedspace.com/?attachment_id=128593

    *Why would this effect pertain to PR anyways? It's a video game, I don't even think ARMA I or ARMA II puts this effect into the game, and there are daytime changes to night time as well as different weather variants such as: rain and fog, and wind.
    Last edited by Delta*RandyShugart*; 03-15-2010 at 04:39 PM.
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  19. #2065

    TomKing's Avatar

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    Re: PR Dev Journal.

    Similar science can been seen flushing a toilet south of the equator. Or Wikipedia.

    The 189th Infantry Brigade: Taking the 'the' out of psychotherapist since 2010.

    XFire: mrthomasking


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  21. #2066

    Taip3n's Avatar

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    Re: PR Dev Journal.

    <reminisces over Astronomy at uni>

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  23. #2067

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    Re: PR Dev Journal.


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  25. #2068

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    Re: PR Dev Journal.

    Quote Originally Posted by [R-COM]HangMan View Post
    This map has been a WIP for 10 1/2 months now! I am trying to get it wrapped up and sent to the testers for its first birthday, but we will see how that turns out

    BAMYAN PROVINCE [WIP]

    Name: Bamyan Province
    Size: 2km
    Theatre: Afghanistan
    Factions: US ARMY (Placeholder for NZDF) vs Taliban
    Gamemodes: Insurgency
    Focus: Light Infantry/Guerrilla Warfare


    The map is based on the NZDF deployment in Bamyan Province, Afghanistan. The scenario is set in the very near future, after New Zealand have increased their contribution to the war. In this scenario the conflict has recently sparked up again after Taliban attacks on coalition helicopters, and the local church. This has led the New Zealand troops stationed in Bamyan to mobilize in reaction to the new Taliban offensive.

    I have chosen to use the US army as the current placeholder because there are US Army personnel stationed at Kiwi base with the New Zealand troops.

    The old, original thread can be found here. This thread includes the original highlight images

    Here is a little update on what i've been working on lately

    This is an updated minimap which shows the new mountain range i have sculpted. This is strayed from the real terrain, but adds more variety and gives a better feel of the overall province of Bamyan. It also helps to break up the map quite a bit.



    I've done some more work on KiwiBase. It is quite highly detailed, and now features a multi storied TOC bunker.




    Recently this small village in the west was added, it provides a good scene for CQC fighting when troops descend upon it from the mountains


    Here is the small town on the North of the map. It is terraced up the side of a hill, and is quite a challenge to assault. There is a market, a school, a church, and a hidden cave system nearby so this town will deffinately be the setting for some bruta fighting. Or so i hope!


    Northwest Hillside just to show off some newly sculpted terrain


    Some of the West mountains. These are also mostly new.


    We will finish up with some images of Radio Relay Marlboro, which is the late FOB Moana. I have made some pretty big changes to the Relay in the last few weeks. It has a totally new entrance, and a revamped main entrance. I have also added a lot more detail to it.




    I'd like to apologize for the poor quality of the screen shots, they were taken in the editor, and my PC isn't very grunty

    HangMan
    Wow, I really don't want to have to download an extra faction just to play an insurgency map featureing the New Zealanders... Map looks allright, but it seems to suffer from a bland over-all texture, kind of like Op. Archer.
    Googol


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  27. #2069


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    Re: PR Dev Journal.

    Quote Originally Posted by google View Post
    Wow, I really don't want to have to download an extra faction just to play an insurgency map featureing the New Zealanders... Map looks allright, but it seems to suffer from a bland over-all texture, kind of like Op. Archer.
    You probably don't realize how truly crappy editor screenshots are :P

    The terrain is probably much less bland than that, he may have the editor set to only render some of it

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  29. #2070


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    Re: PR Dev Journal.

    So how soon until we see the Iceland faction? I mean, since anyone can create a faction, why not?

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