![]() ![]() Well, it is, but it is also a physical piece of the ammunition. Primer - You would think it is just the spark that sets off the powder that causes the reaction that sends the bullet off on a trajectory.We will get more into that deeper into this blog. A shotgun casing is much different from a casing for a rifle or handgun. Casings vary from one type of gun to the next and from one type of cartridge to the next, especially for modern cartridge options. Casings are manufactured from different materials, such as brass or stainless steel, and in some cases, they are created using polymer plastics. Inside the casing, you have the primer, gunpowder, and bullet. The casing is what holds a bullet together until it is fired or disassembled. It contains a pressure area that houses the firing pin, but the pin itself is not necessarily part of the casing. It ranges from where the bullet is to the top where the firing pin is found. ![]() Casing - The casing is the part of the ammunition that you see on the outside.Each is necessary for the round to work and more important for it to work as designed. The Basic Parts of AmmunitionĪ complete round has four different components. We also go a little into what each part does and the role it plays in how a firearm projectile works. This blog focuses on what an ammo cartridge is and its parts. In all honesty, the word cartridge is a little misleading because you don't fire the cartridge at your target, you fire the bullet and without some of the other pieces that make up a "round" of ammunition, not much would happen. I am subtracting gravity from the Targets Acceleration, => in my formula the target is moving Upward proportional to gravity.A complete round, bullet, shell, ammo, cap, pill, slug, and other terms you hear commonly for the word cartridge - A piece of ammunition that you load into a gun and fire at a target. The Targets Position will be P + V*t + 1/2*(A - g)*t^2 If you have P = Target's position, V = Target's Velocity, A = Target's Acceleration, t = Time to target (this is the hard part to figure out) and g = Gravity Vector (get this using IMyShipController.GetNaturalGravity() in your script) If you are writing a targeting script and you are undershooting, the easiest way to compensate is: This is more than you would see in real Life using a modern Artillery Piece, but this is just because Space engineers weapons have a lower Muzzle Velocity. Using Assault Cannon (Muzzle Velocity = 500 m/s, sauce = ), the bullet will travel 2.8 seconds (1400m / 500 m/ s). Where D = Bullet Drop in meters, g = Gravity of the Planet, t = time of Travel. Yes It is, you can calculate the Bullet Drop using the real world Formula D = 1/2 * g * t^2, I wrote a Program to check wether the Bullet drop is proportional to Gravity (using Assault Cannon). Here is a screenshot of me being perfectly safe while 2 drones shoot the ground in front of me lol. When not aiming down sights and firing up in the air a bit, you can see the projectile tracers (easier to see with tracer mod) curving down sharply basically as soon as the bullet leaves the barrel.Ī side note, (not your (Keen's) problem), but using an NPC mod that is has written their own AI code for NPC ships/drones using fixed gatling guns, they can no longer hit me while on a planet. Basically, just reduce the affect gravity has on projectiles by some amount. I expect that maybe projectile drop distance is realistic for the current projectile speeds (which are quite slow compared to real life) but I propose the distance projectiles should drop should instead be proportionate to as if they were traveling closer to real life speeds. Things of course are even worse on planets with higher gravity strengths. I was using the rifle to shoot at a drone 350 meters away from me (which is really not that far away) and the distance I have to aim above the drone (while aiming down sights) causes the weapon's model to block the drone for one, but also just feels so unnatural. Using a player rifle or fixed ship gatling turret, projectiles are dropping much more than I would expect. So I like having projectiles affected by gravity but feel they are affected quite a bit more than they should be. ![]()
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