In BF3, on some of the biggest maps it takes about 2-3 seconds for the bullet to reach the other side [Xbox] with one of the first few sniper rifles you can get in the game. It's quite enjoyable to watch. A good map to view similar things in tremulous would be z_slide due to how long the actual map is. I think it took about 3 seconds for my pulse to land when travelling at a speed of 192000 ups [see below] so yeah.
I've noticed a few things about how "dodgy" the particles from BF3 work though, i noticed from one of those tanks with missiles that you can control by aiming the barrel. On a high ping server, if i aim down and just fire, the rocket travels straight, then lands ahead of where i aimed it towards, but a few miliseconds later, a impact mark is made where i aimed. Also, i can get rockets to visually go through walls which sounds awkward, but it's all just client side graphics.
Btw viech, most guns have their bullets travel 500-800 m/s from my knowledge. Even WWII rifle bullets travel this fast.
We can always just use visuals-only like the shotgun particle system. I've edited my shotgun muzzle p.system long time ago so that the pellets fall towards gravity and travels approximately 600m/s or so.
Actually i'll just copy+paste it here:
Code: Select all
ejector
{
particle //used to have no shader
{
shader sync gfx/blaster/orange_particle //good eyes mate? See if you can see the bullet!
displacement 2 0 0 ~1 //8 too fuzzy
velocityType cent //Specified by model direction
velocityDir linear
velocityMagnitude 19200 //600 metres per second (realistic)
velocity 1 0 0 ~9
accelerationType static
accelerationDir linear
accelerationMagnitude 700 //real gravity's 668, game's 800
acceleration 0 0 -1 0
parentVelocityFraction 0.0
radius 0 1 3 //get bigger for noticeability
alpha 0 1.0 0.0
bounce 0.0001~0.03 //stop at the object, maybe bounce... ( Derp, 0.0 = noclip)
lifeTime 2700 //Don't have it exist too long, or it'll screw up the particle/trail system [maxcount]
childTrailSystem shotgunsparks
}
count 11 //shotgun fires 11 pellets per shot, NOT SYNCHRONISED
delay 0
period 0 - 0
}