Magical Instant Bullets
militaryrealism.blog
militaryrealism.blog
Anyway, none of that invalidates the broader point, and the effects would be comparatively tiny even if present. Just found it interesting to consider.
Given that a 'zeroed in' sight will account for the drop and so points the barrel up slightly, some of the energy in a shot goes to lifting it "up" before it starts falling down. You might think that would make it take longer, but it's small. The sin of 0.5 degrees is only .00873 so less than 1% of "heading up" before heading down. The more 'up' you point it, the bigger the difference. But as the author points out, the impact of various factors varies. Dad was happy he could put three rounds from his 30-06 into a 3" target circle at 200 yds.
[0] This is a pretty accurate representation: https://s-media-cache-ak0.pinimg.com/originals/40/f3/05/40f3...
https://militaryrealism.blog/wp-content/uploads/2025/03/figu...
The shooter aims with the sight, so if the target is level with the shooter's eye, the sights are level and the barrel is pointed (ever so slightly) up.
This means you are basically correct, in that the boreline is always pointed higher than where the bullet actually is (setting aside any lift the bullet generates, but that is a lot of detail to get into). However, the bullet does often move upwards relative to the ground (for some distance) since people are often aiming almost level to the ground. So in that sense, the trajectories are not "all drop". That is why I think you are being downvoted.
There's not really any mechanism for lift though, the bullet is not an airfoil and is traveling directly into the airflow so there's not going to be any lifting body effects either while it's in stable flight and after that it's tumbling so there might be some then but it will be chaotic and inconsistent and you're just as likely to have it pushed down if the tail is up.
That's just a 2d slice/projection of the air density, the shock wave you see is actually conical and symmetric around the whole bullet it's just not possible to capture with schlieren photography.
As far as I know the pressure above and below are basically identical the bullets are symmetric and until they're well subsonic (the transition between super and sub sonic is a lot of what defines the effective accurate range of a round because the transition is chaotic so it's hard to predict and account for it's path after transitioning) they're traveling so fast forward there's effectively no angle of attack to generate a differential on either side of the bullet. If it does generate a negligible amount of lift it's completely dominated by the force of gravity pulling it down.
I don't think the effect would generate lift per se, assuming a horizontally fired bullet (since, again, it's symmetrical). What it does seem to me though is that it would effectively increase the density of air local to the bullet (in all directions except for behind), and so it would essentially be falling through denser air than it would be if just dropped from stationary. That would result in a small but non-zero increase in the time taken to fall the same distance.
Again though, that's just what intuition tells me; I certainly haven't tried to model it or anything.
Air is already quite dense at sea level equivalent to ~194 dB sound pressure so the sonic boom pictured which is 130-160 dB is not a significant increase in the density/pressure of the air.
Within a couple hundred yards within the capabilities of normal riflemen, basically yes. In real life though, there are tons of effects. E.g., there's a minor lift/drop in a crosswind because of the pressure differential from the bullet's rotation. E.g., when you have a gun properly sighted in and shoot at a horizontal target, the barrel will be tilted up slightly, the bullet will be tilted up slightly, the rotation will mostly preserve that upward orientation (like a gyroscope), and you'll have a lower descent rate than you might expect for roughly the same reason an airfoil does (and shooting upward or downward can amplify or have the opposite effect). Beyond a few hundred yards, all kinds of things matter.
Although considerable basic research is funded by the DoD, and considerable open-source has been generated by them, and of course the DoD has done a tremendous amount of research on ballistics, I suppose it makes sense that they have not actively encouraged the publication of an open-source artillery targeting program.
::dancing gorilla:: doo-doo-doo-doo doo-doo-doo doooo doooo
A real banana would not do that.
> No computer game will ever have the level of sophistication to model shockwaves, fluid dynamic effects, spin9, the Coriolis effect, and the Magnus effect.
I'm no superfan, but who can forget the CoD4 "escape from Chernobyl/Prypyat" sniper sequence?
https://callofduty.fandom.com/wiki/One_Shot,_One_Kill/Transc...
(though to be fair, it's been at least a decade since I experienced this one and memory is hazy)
GPT says that 'a car 100 miles away would be far too small to see clearly, even with the best sniper scope. It would likely ... not be visible at all due to the limitations of optics [25x to 35x] and atmospheric interference.'
In the article they say that parabolic math was not available in 1999 computer games, but the bio rifle seems to do it just fine, even at the time ;)
For the ones that want to have fun with the maths, this demo is awesome https://youtube.com/shorts/akEGxm5rcC4
But this video also means, that you still aim at the player head when he is falling straight, you will just hit him a little lower than expected ;)
Even Unreal Tournament itself had some basic ballistic guns, like for the alt fire of the flak cannon and biorifle.
And agree, different types of game need different mechanics. Battlefield games were a very different experience; I think the simple mechanics work in UT.
There's a bookmarklet out there I just found trying to address this issue myself but I've not tested it so review and use at your own risk.
Maybe try putting more white space between the images and blocks of text or put several images one after another in a group. Then I could see the examples but read blocks of text with no distractions.
There is also the lightning gun. I recall using this on newer variants of facing worlds.
"Games which use hitscan mechanics might be taking a shortcut, but it’s one for which can forgive them. The effects aren’t likely to affect realism too much, and we take these shortcuts in real life as well."
Hitscan is ok-ish for arcade brain-rot games like CoD, where max distance is few dozen meters, def. not OK for any other games.
One reason I never got too into the simulator games was that the line between "real" and "game" is always going to be very arbitrary. No simulator will replicate the experience of slogging over a marshy mountain carrying 100 lbs and a GPMG! The Onion said it best: https://youtu.be/yuTkgi7scKo?feature=shared
Like all of the game's weapons, how exactly the sniper rifle works is not described. The bullet's diameter is not described. Its ballistic coefficient is, of course, not described. Most pointedly of all, the bullet's velocity is not described.
There are existing guns that can fire projectiles at hypervelocities. These are mostly "two-stage gas guns" that utilize incompressible gasses to accelerate small metal projectiles for NASA experiments -- sometimes to velocities over 32000 feet per second. (10km/s! Roughly 10-11x faster than conventional rifles, but a common velocity for micrometeoroids.) There's absolutely nothing to suggest that similar mechanisms can't be adapted to smaller arms; it's impractical, but it's an engineering problem, not magic.
There are other possible mechanisms, e.g. a conventional weapon with a magnetic rail that assists in the acceleration of the bullet. Science fiction? Sure. As is the game.
So, anyway, assume the UT gun fires a small iridium slug at 10km/s and there's nothing to complain about. Very fast bullets are very flat-shooting, as any .22-250 appreciator can corroborate.
I definitely think UT's sniper rifle is "coded" as a regular one familiar to us, with its ammo as shells in a cardboard box. I think adapting gas gun mechanics to a man-portable weapons system with interchangable ammo is a bit more complicated than you allow, but indeed it's not magic. Thanks for giving me more ideas to write about.
FWiW my neighbour shoots targets at 5,000 yards - that's well past the confirmed kill sniper head shot record .. it's worth pondering why, how or if someone is telling porkies.
One Quora level nerd force that many toss on about is earth's rotation, aka the Coriolis effect, aka Bart Simpsons Australian bathtub joke, eg: https://www.quora.com/Does-Earth-s-rotation-affect-bullets
The opinion of an ultra long distance shooter is:
don't let Coriolis trouble you, you have so much more to deal with, Coriolis is there but means very little to a rifleman, Cheers.
~ https://www.youtube.com/watch?v=KP7IKshdiiYCutting to the chase, here's one of several well shot multi camera vlogs of:
5023 yards 24" x 24" target ULR shooting https://www.youtube.com/watch?v=7owwTz7Z0OE
If you wander through the channel there's a lot of practical info re: bullets, barrels, hot and cold firing, spotters, scopes, etc.
You got the pedantic part down, but I don't think that you took a charitable view of the game's systems, and your assumptions were maximally conventionally-minded.
Rather than assume "this is bullshit and doesn't work," I think you'd do better to try to imagine "how could this possibly work?" That question can lead down interesting paths.
It doesn't even take much, in this case. Very fast projectiles and/or scopes that account for variables like bullet drop, wind, etc. Both of these things already exist, in a sense, or are on the cusp of existing.