I would like to see a game that calculates the distance to the target, the wind speed and direction, and the mechanical accuracy of the rifle, and the adjust the bullet trajectory accordingly. E.g. an AR-15 should have a mechanical accuracy of about 2-3 MOA on average, and usually has a 50/200 zero (e.g., your optic is zeroed at 50 yards, and height over bore means that you’ll hit slightly below your point of aim at less than 50 yards, above your point of aim between 50 and 200 yards, and then below after 200). So you should have to aim, say, about 24" high on a target that’s 400y away, but then your point of impact is anywhere within about a 12" diameter circle. 7.62x39mm in an AK? You get a 25/200 zero, 4 MOA mechanical accuracy, and at 400y you have to aim 46" high.
Oh, and calculate velocity for realistic time to impact, and actual damage; at 600y, a 5.56 is doing to be stopped by pretty light body armor with minimal injury.
Essentially I’d like a game to force people to understand real-world ballistics and performance, and adjust their strategies accordingly.
They also considered thing like the speed of sound, stars in the sky and other stuff i don’t quite remember. I wonder if they simulate bullet drift from the earth spinning.
That’s a real thing at extreme-long-distance shooting, but not really an issue at realistic engagement distances for small arms. E.g., if you were doing a King Of 2 Miles simulation, you’d want to account for it, or an artillery sim, but probably not for infantry engagements.
Does anyone really play Arma, or does one person build a mission, and then everyone fucks around until that person gets frustrated and stop trying to direct anything?
Doesn’t Tarkov model this somewhat correctly ? (Save for the wind not affecting bullets, and the optics zeroing/distance setting being a bit too arcade-y)
I also want the player to slow down if they get pegged in the legs. If they get hit in the arm your accuracy falls or you have to do it one armed and your accuracy really drops. If you get hit in the chest there should be at least a couple seconds where your stunned or your accuracy drops.
Helldivers 2 has a super interesting damage model. You can really notice it with a sniper rifle against the bots. You can knock off so many parts of their body.
I would like to see a game that calculates the distance to the target, the wind speed and direction, and the mechanical accuracy of the rifle, and the adjust the bullet trajectory accordingly. E.g. an AR-15 should have a mechanical accuracy of about 2-3 MOA on average, and usually has a 50/200 zero (e.g., your optic is zeroed at 50 yards, and height over bore means that you’ll hit slightly below your point of aim at less than 50 yards, above your point of aim between 50 and 200 yards, and then below after 200). So you should have to aim, say, about 24" high on a target that’s 400y away, but then your point of impact is anywhere within about a 12" diameter circle. 7.62x39mm in an AK? You get a 25/200 zero, 4 MOA mechanical accuracy, and at 400y you have to aim 46" high.
Oh, and calculate velocity for realistic time to impact, and actual damage; at 600y, a 5.56 is doing to be stopped by pretty light body armor with minimal injury.
Essentially I’d like a game to force people to understand real-world ballistics and performance, and adjust their strategies accordingly.
Arma 3 did this like 10 years ago.
They also considered thing like the speed of sound, stars in the sky and other stuff i don’t quite remember. I wonder if they simulate bullet drift from the earth spinning.
That’s a real thing at extreme-long-distance shooting, but not really an issue at realistic engagement distances for small arms. E.g., if you were doing a King Of 2 Miles simulation, you’d want to account for it, or an artillery sim, but probably not for infantry engagements.
Sniper Ghost Warrior Contracts
Hotdogs horseshoes and handgrenades does all of this.
Just play Arma with Ace installed. Already has all that and more
Does anyone really play Arma, or does one person build a mission, and then everyone fucks around until that person gets frustrated and stop trying to direct anything?
Doesn’t Tarkov model this somewhat correctly ? (Save for the wind not affecting bullets, and the optics zeroing/distance setting being a bit too arcade-y)
Nah the hackers don’t follow these rules
I also want the player to slow down if they get pegged in the legs. If they get hit in the arm your accuracy falls or you have to do it one armed and your accuracy really drops. If you get hit in the chest there should be at least a couple seconds where your stunned or your accuracy drops.
Oddly enough Hell Divers 2 does this…which nobody would call realistic in any other way.
Helldivers 2 has a super interesting damage model. You can really notice it with a sniper rifle against the bots. You can knock off so many parts of their body.