F5F Stay Refreshed Software PC Gaming 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.

Understanding bullet drop on Battlefield 1 involves analyzing the game's physics and aiming mechanics.

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G_Ramey
Junior Member
2
08-04-2023, 03:52 PM
#1
I'm working on a physics assignment about projectile motion, focusing on bullet drop for snipers. I'm curious about the drop rates in BF1—velocities, distances, accelerations, and related data. Thanks a lot!
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G_Ramey
08-04-2023, 03:52 PM #1

I'm working on a physics assignment about projectile motion, focusing on bullet drop for snipers. I'm curious about the drop rates in BF1—velocities, distances, accelerations, and related data. Thanks a lot!

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draazicks
Junior Member
2
08-04-2023, 09:33 PM
#2
Choosing bf4 over bf1 results in a much smaller and less noticeable drop in 1 compared to the performance seen in 4 4 at present. Multiple references confirm the bullet speed and characteristics for these setups.
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draazicks
08-04-2023, 09:33 PM #2

Choosing bf4 over bf1 results in a much smaller and less noticeable drop in 1 compared to the performance seen in 4 4 at present. Multiple references confirm the bullet speed and characteristics for these setups.

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Red_Pirate460
Junior Member
8
08-07-2023, 05:24 PM
#3
I'm not familiar with the recent changes in BF1, but the information hub there should cover everything you're looking for.
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Red_Pirate460
08-07-2023, 05:24 PM #3

I'm not familiar with the recent changes in BF1, but the information hub there should cover everything you're looking for.

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kcristan
Senior Member
514
08-07-2023, 09:21 PM
#4
Using BF1 could provide a more accurate view, since in BF4 drag doesn't influence bullet paths. I found some graphs comparing weapon trajectories in BF4 and BF1, which might help the OP understand the differences.
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kcristan
08-07-2023, 09:21 PM #4

Using BF1 could provide a more accurate view, since in BF4 drag doesn't influence bullet paths. I found some graphs comparing weapon trajectories in BF4 and BF1, which might help the OP understand the differences.

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tuxedocorey
Junior Member
41
08-07-2023, 10:48 PM
#5
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.
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tuxedocorey
08-07-2023, 10:48 PM #5

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.

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420Benji
Junior Member
38
08-08-2023, 06:24 AM
#6
Is it accurate? The data suggests all BF1 rifles shoot at about 12 m/s², whereas most BF4 weapons are around 6 or 9.81 m/s². I see the difference less obvious in the game compared to BF4, possibly because BF1 bullets travel much faster.
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420Benji
08-08-2023, 06:24 AM #6

Is it accurate? The data suggests all BF1 rifles shoot at about 12 m/s², whereas most BF4 weapons are around 6 or 9.81 m/s². I see the difference less obvious in the game compared to BF4, possibly because BF1 bullets travel much faster.

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AnnAMaria16
Junior Member
14
08-11-2023, 02:49 PM
#7
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.
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AnnAMaria16
08-11-2023, 02:49 PM #7

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.

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INSERTCOlN
Member
57
08-11-2023, 09:44 PM
#8
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.
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INSERTCOlN
08-11-2023, 09:44 PM #8

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.

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EbgamesMC
Junior Member
3
08-12-2023, 09:14 AM
#9
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.
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EbgamesMC
08-12-2023, 09:14 AM #9

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.

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202
08-12-2023, 01:19 PM
#10
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.
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Creeper_Face34
08-12-2023, 01:19 PM #10

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.

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