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Hadraniel

Projectiles technical question

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[WIND]
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3,107 battles

Hello.

This MIGHT sound weird but hell; these questions are aimed primarily towards WarGaming itself.

Basically I would like to ask the following question: in game's engine are projectiles influenced by air drag, and are projectiles considered 'vectors' [or basically volumeless dots with speed, with just a 'virtual' drag force that should technically affect this bullet] or are they actual 3 dimensional objects actually affected by drag and their shape?

 

I am aware of how penetration mechanics is analyzed, however same penetration system can be done in both vector and actual 3d object; I do however expect them to be not influenced by drag, and considered just a vectors; could you please confirm or deny my susicions?

 

[Technically I could try to analyze it step-by-step using maths and frame-by-frame analysis, but I'd rather not have to do that].
I must admit I'm considering creation of small youtube video explaining basics of ballistics in World of Warships and how that can be used :)

Thanks a ton

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[WIND]
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While wind is not included, I'd like official confirmation of air drag aspect; also - we are ot sure if this is like WoT, despite being able to suspect it; That's why this question is for ;)

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[NED]
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I'm not completely sure but IMO they projectiles are 3d shapes. Are you familiar with RNG? (I don't want to open the debate of how we think about that: there's more than enough elsewhere.) In short: this is meant for the simulation aspect of the game: wave rocking, weather influence, manufacturing aspects a.s.o. Would they introduce all those aspects separately it would change the entire game as it is. F.e.: you don't see your crosshair move up and down when tunnelvisioning: it remains completely steady. The wave rocking is compensated with RNG.

As far as I have figured out the fired projectiles are being calculated wheter or not it is a hit and after that a RNG algorithm goes over it in order to determ the effect of the shot. Although there's 1 vid in circulation of a cruiser who actually misses a destroyer but still manage to detonate him. I can't explain that phenomenon by using the 3d model...

Don't know if my answer is helpfull (maths/ physics weren't my strongest subjects @ school and univ)

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[WIND]
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Thanks, and sorry for late response - that's true; RNG fixes most of issues, but one, and yet crucial when it comes to ballistics:

Wether range is calculated simply as initial velocity multiplied times time in flight, OR it is slowed down movement where it's actually initial velocity times time, minus deacceleration force [wind drag] times same time.

It hanges optimal [longest possible] shooting angle from low angle [32-ish] to easy 45 degrees, and changes slightly dispersion calculation I wanted to get to :); Well I guess it's replay messing time.

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