The higher the number, the less drag the projectile will experience. Almost all rounds have a ballistic coefficient of less than 1.0, but large rounds like the 50 BMG can exceed this normal BC. Long Range Rifle Shootingīallistic coefficient is typically measured with a 3 digit expression. Since the primary concern about BC is for long range shooting, shotguns and handguns need not apply. In short, a high ballistic coefficient is indicative of a rounds ability to resist drag.īC is mostly used by rifle shooters. Put another way, it’s the ratio of the bullet’s sectional density to its coefficient of form. The definition according to Wikipedia is, “the ballistic coefficient (BC) of a body is a measure of its ability to overcome air resistance in flight.” There are lots of ways to describe what ballistic coefficient is. Now, to save you the time and effort I put in, I’m going to share just about everything I know about ballistic coefficient. What did this exactly mean? I didn’t know, but the term came up enough in forums, articles, and videos that I had to do some research. One of the first terms I ran across while discovering my fascination with long-range shooting was ballistic coefficient. Maybe I can’t slam dunk like Jordan but I can still enjoy the NBA right? Current World Record Holder Tom Spinella and His 375 CheyTac Rifle I don’t have much experience beyond 600 yards. The skill, the math, and the equipment used are truly impressive.Īm I long range shooter? Not really. Long range shooting absolutely fascinates me. Maybe that’s just a game problem, it’s kinda laggy lol.Trending: Best Ammo In Stock, Best AR-15, & Best 9mm Pistols Damage player.Īgain, I am not sure, maybe I did everything right but in the game I implemented this sometimes have an issue with hit registartion. After all of that we check the distance between hit position and hit part and do raycast between them to insure nothing is on the way to hit. Second is made from the top to the point when our bullet stopped (using bullet time our client sent). First one is made from the start pos to the top point of bullet’s trajectory curve (if bullet fly time is less then top point time then script skips second raycast). Create and move bullet on the client using this formula: x=x0+v0t+gt^2/2ģ.Server checks if start position is’nt far away from character and if there are ammo in the gun.ĥ.Meanwhile, the bullet is still moving on the client we check if it hits anything.Ħ.When it hits something stop moving it, check if we hit a humanoid (if not then it stops) and fire another remote “Hit” with information about part we hit and time the bullet flew.ħ.Server checks hit position with 3 raycasts. Right now, I have my gun system but there are some issues with hit registration, so I wanted to know if I am doing something wrong or if there is a better way to do it.Ģ.Fire remote called “Fire” with start position and velocity. But didn’t spend too much time working on guns. I have experience of over 6 years of programming on Roblox, of course I do. Roblox’s built-in physics engine, which is based on the open-source Bullet physics library, is generally considered to be secure and reliable, but it’s still important to test your game thoroughly and monitor for any signs of exploitation. In addition to validating input, it’s also important to use a physics engine that is resistant to exploits. For example, you can check that the player who is firing the weapon is actually allowed to do so, and that they are not trying to fire too quickly or at an impossible angle. To prevent exploiters from firing RemoteEvents or RemoteFunctions to create bullets, it’s important to validate all incoming requests on the server side. The server can then use this information to track the bullet’s movement and detect when it hits another player or object. This object can contain information such as the player who fired the weapon, the velocity and direction of the bullet, and the time at which it was fired. One common method for tracking projectiles in Roblox is to use a server-side script that creates a “bullet” object when a player fires their weapon.
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