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Ab - Fix Eotvos effect #3060
Ab - Fix Eotvos effect #3060
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Just use #define _USE_MATH_DEFINES for cmath
Is this ok for 3.4.2 / should I recompile dll for 3.4.2? |
set(ACE_VERSION_MINOR 2) | ||
set(ACE_VERSION_REVISION 0) | ||
set(ACE_VERSION_MINOR 4) | ||
set(ACE_VERSION_REVISION 1) |
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2
if for 3.4.2
👍 How's the process with BattleEye if we recompile the DLL's? Do they have to whitelist them? |
AFAIK ACE3 DLLs are automatically whitelisted. |
This change works but i think it could be interesting to do more test with "g" in metric unit. I suppose that it will be the same with the bullet trajectory in game ? |
@ulteq
This could really use another set of eyes on the math, but I think this is a fix for the vertical Coriolis effecting being off.
Ref https://en.wikipedia.org/wiki/E%C3%B6tv%C3%B6s_effect
2 * OMEGA[rotationRate (radians / second)] * u [MuzzleVelocity in the eastern direction (meters / second)] * cos (PHI[latitude])
which is in m/(s^2)
m/(s^2) * deltaTime = change in velocity Over DeletaTime
It used to divide by
-32.2
which is gravity in freedom units???I think this was used in a calculation for getting the unit-less gravity multiplier, but here we want the actual acceleration.
Also, I am not sure why we are using
muzzleVelocity * sin(bulletDir)
, as when the bullet slows down the effect should drop, but this difference would be minor and might just be so it matches the calculations in the atragmx