I’ve always been big into the ballistics of Unturned. Even if it was just the general gunplay or intricate details regarding range and damage, there’s always been room to improve upon. Hell, I even had an abandoned Mod Concept that I pitched to the Modject and other independent modders. It sadly never took off, but with the 4.0 systems becoming more defined and realistic, I feel that splicing a bit of it with this new iteration could greatly improve gunplay.
- Rangefinding and zeroing in
This is going to serve as my base for ballistics due to the fact that it’s all in the sights and not the actual gun mechanics. Essentially this means building the World and Playermodels in tandem with the scopes so there’s an accurate and realistic way to find out how far away a target is without the use of a rangefinder, but nonetheless slower than looking in the corner and seeing a number directly. It takes work and skill.
Mil-Dot based Scope:
Now that that’s out of the way, let’s talk about bullet penetration. Arma does this and there’s not a lot of good visual guides to display this so I’ll leave you with a comprehensive video.
For Bullet Trajectory and Muzzle Velocity, they’ll need to be developed in tandem due to the fact that they’re interdependent. Every ammunition type will have a different speed and weight, which will affect bullet fly time and bullet drop respectively. Here are some nice infographics that show what I’m talking about visually:
What the Coriolis Effect jpg shows is that the rotation of the earth will affect projectiles in the air. Say you’re aiming at a tree from more than 500 meters. It’s such a far distance that it’ll be in the air so long that the spin of the earth, albeit slow, will affect what the bullet hits. Say there are a Gunman and a Hostage next to each other. You take aim and zero in on the Gunman without taking into account that you’re 750 meters away in the northern hemisphere. Bang You’ve just killed an innocent person because you didn’t take in the Coriolus Effect and aim slightly the right. It’s a big gamechanger for sniping but it’ll make it more skill and memory based instead of just fire and forget.
(Sorry for the Polish overlay I couldn’t find a good large image without it)
- This is just a pure bullet drop guide, to show how zeroing in a sight or scope works. Basic stuff that shows Hitscan sucks and there shouldn’t be a linear bullet, but more of a volley effect.
- The Magnus Effect says that if the wind is faster above the bullet and slower below, it’ll cause the air to raise the bullet due to how it spins and either speeds up or slows down air flowing around it. Basically don’t fire when it’s too windy or your bullet will counteract bullet drop by a significant margin, and make your shot hit too high.
- Bullets. The meat of this meat and potatoes. Not only does more differentiated ammo spawns make Killing on Sight harder by reducing the # of compatible ammo you have but it also means that different guns will excel in different things and balances the game.
Common ammo (75% of what you’ll find):
.50 BMG (Rifles and LMGs)
5.56x45 aka .223
7.62x51 aka .308
Specialty ammunition (Rare spawns for more powerful guns):
.50 AE (Pistols)
.50 Beowulf (Rifles)
28, 20, 16, 10, 8 and 4 gauge
All bullets would have a multitude of variations including Tracers (All standard Unturned Colors: red, yellow, green, blue, black, white, purple and orange).
It’d be a lot of work, but overall it’d make 4.0 the gritty realistic survival game Nelson wants it to be.
Just remember this is a suggestion, much less a concept. Everything here is just a list of ideas to implement.