Meusser Hunting Rifle Inverse Bullet Drop


#21

So the bullet drop is not inversed but set to a far distance.
@Avalanche_Bjorn you mentioned that you system is able to simulate zeroing. Is it possible to let us use this feature? Or at least set the default zero distance to 25 m or so?


#22

That is correct. All weapons have a predefined zero, which means that you will have to aim bellow the target if you are closer than the zero range and above it if you are further away. Rifles typically have a longer zero distance than short range weapons like handguns.


#23

Thank you very mutch for the replay and the explanation. So this is close to the reality. I think the rifles in GZ are set to about 300m which is quite far. Probably most players use them between 100-200 m. Do you think it is possible to adjust this zero distance to something like that if it is too complex to make it adjustable for the players?
Probably many players, including me, would be very thankful for this change.


#24

I don’t think any weapon in the game should be zeroed to more than 200 m so if that is not the case we might have a bug. Making zero adjustable by the player is not trivial, but it is something that we might look into if we see that there is a lot of demand for it within the community.


#25

An adjustable zero is in my opinion not necessary. In other games like Battlefield this feature exists but very few players use it. It is probably better to have a fixed zero at a shorter range (like 50 m) and get used to it. So dont waste time into this.
Probably many players use rifles at ranges like Mat here at 9:56:


What would you say, what distance is this? 50-75 meters? It would be really good if you could adjust the zero that such good aimed shots from Mat do hit :wink:

#26

theHunter: CotW has the zeroing and it’s working perfectly. Of course, this would need a proper rangefinder binoculars or scope to go with that.


#27

Ehm… I just have to mention that you could freely adjust your zero in the game “Delta Force” back in 1998, so I’m sure you could work something out if you wanted. :joy:
Or just do 3 preset zero ranges like in COTW.
Or just leave it. Works fine for me as it is. :+1:


#28

If they leave it as it is, I suggest to mention the zero range for each gun. For example it could get mentioned in the gun’s description text.


#29

Thanks for your addition to this report. I never felt that the ballistics were off in this game, but hearing that they are fully simulated and are preset to possibly really long range does confirm one of my hypothesis for this issue. I agree with your earlier statement that the zeroing for all rifles should probably be 50 meters and then everyone can get acquainted with the bullet drop from there.


#30

To those of you suggesting to zero a rifle at 50 m, look at this:


(This image has nothing to do with GZ, and sorry about the non-metric numbers.)
In this image you can see the bullet’s flight path begins at - 1,5 inches (- 3,5 cm) under the line of aim, this represents the height between the middle of the barrel and the middle of the scope’s reticle. So you see the bullet needs to fly above your line of aim in order to get as far as you want to set your zero, since gravity affects it right out of the muzzle. If the scope and barrel’s lines were perfectly parallel, you see what would happen, right?
A chart like this of course varies a lot, and how much depends on a lot of factors. Simply put, using a high velocity ammunition, and mounting your scope as low as possible, helps to reduce the bullet’s rise mid-way to zero.
In this example you can see that in order to get at 300 yd (275 m) zero, the bullet rise is almost + 5 inches (+ 25 cm) above the line of aim, at roughly 170 yd. Enough to miss a Runner’s fuel tank, wouldn’t you agree? :slight_smile:
@Dantec @Vatruvius


#31

I am not doubting the precise nature of having to account for bullet drop when firing at long range targets. The bullet drop is the whole point. Zeroing the rifle simply adjusts the scope of your rifle to hit targets dead center of the cross hairs at that zeroing distance. Targets further away from the zero distance will fall below the cross hair and thus mil dots in the scope will have to be used. The problem arises when the rifle is zeroed at a long distance like say 300 meters. In this case any target you shoot at closer than 300 meters the shot will land high. Depending on the engagement distance the bullet could rise quite a bit. I would say my average engagement range for runners and hunters right now is about 50-75 meters as anything further than that the bullet “rise” is too drastic for me to consistently account for. It is far easier to adjust for a standard bullet drop than a rise above the cross hair, a drop towards the cross hair, and a drop below the cross hair. When the zeroing distance is at 50 meters, pretty standard for rifles, you only have to account for the bullet drop below the cross hair as the effects of gravity on the bullet in those 50 meters is pretty negligible when talking about rifle rounds.

@NJR87


#32

Yes that is how the bullet drop works as i understood. The image showes it pretty good.
I still think it would be better if rifles are zeroed to 50 m.