Understanding bullet drop on Battlefield 1 involves analyzing the game's physics and aiming mechanics.
Understanding bullet drop on Battlefield 1 involves analyzing the game's physics and aiming mechanics.
I'm not familiar with the recent changes in BF1, but the information hub there should cover everything you're looking for.
The physics shown in videos aren't suitable for real-world projectile motion. You'll find more accurate information in real-world ballistics data. Many professionals use specialized software and apps designed for hunting and shooting accuracy.
It's odd switching between 4 and 1, but it still feels familiar. The single hit kill on the torso with a 1 damage boost really shifts the experience compared to 4.
Use game data because it's controlled, consistent, and easy to manipulate for testing purposes. Real-life data can be unpredictable and harder to manage.
Why not use actual bullet drop instead of a video game simulation? There’s plenty of online resources explaining how to compute ballistics. You could determine drop over different distances by considering key factors like drag, wind speed, temperature, and pressure. You might skip some details such as spin drift, Coriolis effect, or humidity. Your work can be verified with available ballistic calculators for iOS or Android. If you own a rifle—or know someone who does—you could even verify your results in real life.
Bullet performance differs based on individual bullets, their velocity over distance, and air density (Density Altitude). Each bullet possesses a unique ballistic coefficient and is rated on various scales—G1 for flat flight and G7 for boat tail—being the most common. For instance, with my Rem 260, using a 140gr Sierra Match King yields speeds of 2800fps at 1000 yards, 2700fps at 2000fps, and 5210fps at rest (0fps) with a muzzle velocity of 2880fps. At 39 ft DA, this requires 8.6 MRADs (milliradians) of elevation. The Hornady ELD-M 140gr bullet under similar conditions needs 8.3 MRADs. If the DA increased to 7000 ft, the ELD-M would drop to 7.6 and 7.5 MRADs for the SMK. That represents a full milliradian shift from nearly zero to mid-summer days in Nebraska at about 7000 ft, with DA also changing with temperature. Not all bullets maintain consistent speed; handmade ammo can have minimal variation, but military-grade ammunition is highly inconsistent. Standard deviations exceeding 25 fps between shots are common with 100fps spread using Yugoslavian surplus 7.62x39 in my WASR-10/63. The Russian “Red Army” performance was even worse. Understanding these factors is crucial for long-range shooters targeting distances over 1400 yards. Feel free to ask any questions—I’ll do my best to help. I’ve been a long-range shooter for many years.