2011/10/08
CS1.6 used firearms ballistics research: AK and M4
CS, due to the different recoil generated by the gun will be different, so different guns firing at the same frequency have their different trajectory, when we are familiar with the basic knowledge of firearms ballistics, you can combine the practical operations, to find a gun method, the mouse according to their actual situation and the sensitivity of the mouse in the game to make the appropriate adjustments, and then after a period of practice, you can practice first-hand the excellent marksmanship.
This time we introduce the main battle bandits and police firearms, AK and the M4, through the long distance to compare the two versions 1.6 CS1.5 and two guns of the basic trajectory changes.
1. AK firing in the distance
Map: De_Aztec
Location: bandit base
AK in the distance - a single point
Screenshots environment: a high level of front sight when shooting.
The figure shows, AK the first five bullets quite dense, almost hit a point, began to rise from the sixth bullet, the first position wide on the left, the seventh bullet to the right position on the wide, two bullets interval about the width of a person, the eighth bullet sight restored because of the reasons for the lower left forward five bullets to the deviation, but the sixth and seventh bullets than offset a much smaller degree, about half a person's body position, ninth bullets continue upward bias, the distance in the sixth, seven bullets above, and the tenth, eleventh and twelve bullets are still rising, but three bullets are more concentrated and more intensive, three bullets also the tenth In the upward drift, the figure shows only the 13 bullets the bullet holes, fourteenth, fifteenth bullet rose even more sharply, has been flying out of the screen.
Combination of the above, and we can easily find, AK at a single point of time, the first five bullets can play continuously, in actual combat, the sight targeting each other's chest position, the seventh bullet will hit each other head impartial, Canada came five bullet damage, seventh bullet would be fatal. This reference to the rival mobile factors, the same below.
Compared with the 1.5 version, AK's single biggest change is the trajectory from the tenth bullet after rising trend, due to adjustments related to firearms, AK in the 1.6 version of the recoil is increased, as I think a lot of old players are feeling.
AK in the distance - two bursts
Screenshots environment: a high level of front sight when shooting.
From the figure we can easily find, AK bursts in two rounds when the trajectory is more dense, and not many players take for granted, "Gone with the Wind very powerful", due to recoil effects, first, two bullets were vertically arranged, and the third , four bullets were arranged horizontally, the fifth and sixth bullets continue to rise, but little deviation from the position, seventh, eight bullets fired near the position was restored to the vertical arrangement, the ninth - fourteen bullets are more intensive, roughly vertical upward trend of about half of them stands a large span of the fifteenth bullets, showing at the top.
Combination of the above situation, in actual combat in the sight distance should start shooting at each other to adjust the neck position, so that the back of the third and fourth bullet would be fatal, if the opponent is not dead, you can immediately fill shoot, sight can be adjusted slightly downward.
Compared with the 1.5 version, AK's two rounds with single-point change in trajectory changes larger than the reference to the first 7-8 bullets can be found, 1.5 version of this very deviation to the left two bullets, and 1.6 versions of partial pieces of small.
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