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TIP FOR ALL HU PLAYERS: RIGHTCLICK ON THE TOURNEY SETUP LINKS AND OPEN THEM IN A NEW TAB OR WINDOW.
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 Post subject: HU Realism
PostPosted: Wed Oct 03, 2012 3:42 am 
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Joined: Wed Mar 09, 2011 12:28 am
Posts: 25
Location: U.S.A, west Florida
I just thought of this. I have been learning about different things on how the guns works and bullets lately from watching shows on tv. I want to know, Does any of the HU series have any of these effects or addons? Bullet weight affects bullet drop, there is the spin drift of the bullet, barometer pressure, temperature, gravity, scope adjustments like the MOA, atmosphere conditions, altitude which affects how thick or thin the air is, muzzle power, speed of bullet, the wind, angle of shot affects the distance for example, if I am on a building 30 yards tall and the target measures 200 yards away on ground level...the distance from the top of the building is different than [ground level (180'degrees which is level plain/angle) ] I would have to use a math formula to find the distance from me to the target or whatever distances I knew or had available using a Pythagorean Theorem, and there may be a few other things not listed which affect bullet flight.


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 Post subject: Re: HU Realism
PostPosted: Wed Oct 03, 2012 5:45 pm 
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Joined: Sun Mar 06, 2011 2:38 am
Posts: 479
Location: The Great White North eh ;)
All valid points, for a long range sniper in the real world. :wink: The game only uses 3 criteria - bullet weight, muzzle vel, & ballistic coefficient. Remember, its only a game. A little more realism would be nice. But it still has to be playable. :wink:


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 Post subject: Re: HU Realism
PostPosted: Mon Oct 08, 2012 1:40 am 
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Joined: Wed Mar 09, 2011 12:28 am
Posts: 25
Location: U.S.A, west Florida
Lone Wolf wrote:
Remember, its only a game. A little more realism would be nice. But it still has to be playable

It is good with the things that are added. I agree with it having to be playable.


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