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Ballistic Test (1)


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I thought I would run some more bullet ballistic tests using Bohemia's traceBullets function since I haven't tested vanilla, RHS and SMA weaponry in a while. I will likely do more tests in the future comparing more mods or weaponry and perhaps even make a Dslyecxi-style video to demonstrate this visually.

 

In the test I simply fired a few different types of rounds from a some vanilla and modded weaponry against a several 2-3 inch thick layers of plywood and then screenshotted the ballistic outcomes.

 

Bear in mind that this is an extremely simple demonstration of a very complex Arma 3 system. If you wish to see a more detailed explenation of the game's ballistic featuers, I suggest you check out Dslyecxi's video here.

 

 

 

 

 

 

The colour of the bullet's trajectory indicates its velocity as a percentage of the initial speed that it leaves the barrel at (muzzle velocity). The slower the bullet, the less damage it is likely to inflict upon its target / less chance of penetrating more materials.

 

Colour chart:

75%+

50-75%

25-50%

~25%

 

 

 

 

 

 

 

(Vanilla) 5.56x45mm NATO --- (Vanilla) TRG-21/TAR-21

82493856_(Vanilla)TAR-215_56.thumb.jpg.5ef16075ac5381b5f38f1a3bffd9a211.jpg

Pretty impressive trajectory and penetration considering the target could be hidden behind six wooden fences and you would be able to hit it a still very effective round. Heavy drop off at the end as the round likely breaks up. Bearing in mind that Bohemia do not state the exact designation or what type of 5.56 round is available in the default game, so this could be some futuristic 2035 technology.

 

 

 

 

(Vanilla) 6.5x39mm NATO --- MX

882826933_(Vanilla)MX6_5mm.thumb.jpg.2a5a21c7a46c05d3fef7796ba94989b9.jpg

Slightly more efficient than vanilla 5.56, especially towards the end of its journey. Not much else to say, pretty impressive all around. Perhaps this is a factor as  to why NATO made the change to 6.5mm Grendel in the Arma 3 universe.

 

 

 

 

(Vanilla) 7.62x39mm --- (Vanilla) AKM

633576985_(Vanilla)AKM7_62mm.thumb.jpg.1907135b3494ccba28afe8c04b87ef3b.jpg

Realistically impressive penetration considering the age of the rifle and the round, supposing it is not a modernised version. Again, no exact designation or type specified for the ammo.

 

 

 

 

(RHS) 5.56x45mm NATO [M855] --- (RHS) M4A1

1305803477_(RHS)M855.thumb.jpg.9db65043cfc8d9a5dcbd8f76f09df6d2.jpg

Pretty damn poor penetration when compared to the vanilla 5.56, however a still very effective round for shooters who don't happen to have x-ray vision. The United States Armed Forces standardised M855 ball ammunition in October of 1980, meaning this is a very old round in comparison to the time period of Arma 3. Keeping this in mind, both vanilla 5.56 and RHS' M855 can find a place together in the game realistically, due to the fact that the vanilla 5.56 round is likely a much more modernised version of NATO's 5.56 calibre and therefore perform way better than a round that is half a century older. In other words, comparison between these two rounds should not revolve around balancing as they are from completely different time periods and not really competitive.

 

 

 

 

(RHS) 5.56x45mm NATO [M855A1 EPR] --- (RHS) M4A1

1519533061_(RHS)M855A1.thumb.jpg.9d4f979a927b4686d91d450dfb175c83.jpg

Now were talking; a certain improvement over the round's predecessor... shame it took more than 30 years. Standardised in 2010, M855A1 Enhanced Performance Round was a direct result of the U.S military's concerns for the 5.56's lack of materiel penetration. Certainly more comparable to vanilla ammunition and perhaps even equally as competitive. Side note on this photo, I was aiming a bit too far downwards as you can see from the heavy drop. This means that the angle of penetration was increased and therefore the effective penetration of the round was reduced. More simply, should the trajectory have been a bit flatter, the round would likely have performed better.

 

 

 

 

(RHS) 7.62x39mm [57-N-231(89)] --- (RHS) AKM

1060693820_(RHS)AKM57-N-231(89).thumb.jpg.2606c8c166710a1a0ca46f3b147f51da.jpg

So that's why Russia keeps 7.62x39 lying around. Nearing the effectiveness of 2035 ammunition, the Soviet 57-N-231 (1989 variant) performs admirably and comparably to the vanilla version of the round. Keep in mind that this round is quite large and although the vanilla 5.56 may penetrate more than RHS' 7.62, it certainly won't hurt as much if it hits you. I used the 1989 version of the round since the original version is near obsolete in it's role of penetration, unlike M855 which is not made to punch through walls. RHS have some very modern rounds to compliment there weaponry, I just chose a round I would expect to be comparable to vanilla and SMA. Russian 5.45x39mm 7N22 would likely penetrate into the fourth box and maybe even out the other side, so be sure not to assume that RHS does not have tools to satiate your need to destroy.

 

 

 

 

(SMA) 5.56x45mm NATO [M855A1 EPR] --- (SMA) M4A1 blk

1805791960_(SMA)M855A1EPR.thumb.jpg.646166c81028f61e211fbb41f0fa1a25.jpg

I've always been sceptical of criticism towards Red Hammer Studios (RHS) when compared to Specialist Military Arms (SMA) and I think this photo pretty much sums it up. A fair few members of AhoyWorld have stated that RHS is under-powered and noncompetitive when facing vanilla-asset factions such as PLA. Personally I have always found that through testing and experience, it isn't that RHS is under-powered but that SMA is over-powered. This test only confirmed my suspicions. A clear difference can be drawn between RHS and SMA weaponry through this screenshot. While each mod's version of the exact same weapon and ammunition have been demonstrated, SMA's M855A1 is clearly more effective in penetration that RHS' own version. SMA's M855A1 penetrates better than vanilla 2035 5.56mm and 2035 6.5mm while being a round that is 20 years older. Additionally, due to my dreadful aim, I fired low once more - meaning that, as described previously, the round may have even penetrated even more walls than it did. It may have even gone out the other side of the final box and kept on going, considering where the round stopped. It only had 1 more wall left to penetrate.

 

 

 

 

 

 

 

 

These simple tests were mainly intended to update existing knowledge of ballistics, but also to deflect and appease notions of poor RHS performance. Of course these tests were extremely basic and can be used for not much more than a first step in comparing mods, I just thought it might be cool to see.

 

If the post is recieved well I'll likely do more, or just a video. Maybe comparing BAF or keeping it just within the current modpack (mostly RHS). Then it could be used to inform players as to which rounds/weapons are most effective at certain tasks.

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Side by side comparison of (left) RHS HK 416 D14.5 (using 5.56 (M855A1), default ammo for that gun) and (right) the vanilla HK 416A5 14.5" (using 5.56 (30rnd mag), default ammo for that gun).

 

20181022135522_1.thumb.jpg.e8f3a21ddaf2cb60469490c346fc69b1.jpg

 

Obstacles are, from left to right: wooden fence, tin fence, metal shed. 

 

Colour code used:

Spoiler

(RGB values in the range of 0 - 1, NOT the typical 0-255)

velocity > 90%: 1,0,0 (red)

velocity >80%: 1,0.2,0

velocity >70%: 1,0.4,0

velocity >60%: 1,0.6,0

velocity >50%: 1,0.8,0

velocity >40%: 1,1,0 (yellow)

velocity >30%: 0.5,1,0

velocity >20%: 0,1,0 (green)

velocity >10%: 0.5,0.5,1

velocity >00%: 0,0,1 (blue)

 

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Weapons being tested: RHS HK 416 D14.5 (using 5.56 (M855A1) and vanilla HK 416A5 14.5" (using 5.56 (150rnd drum-mag).

Range: 300 meters (296 to be exact)

Target being shot: tin-fence

Colour code:

Spoiler

(RGB values in the range of 0 - 1, NOT the typical 0-255)

velocity >90%: 1,0,0 (red)

velocity >80%: 1,0.2,0

velocity >70%: 1,0.4,0

velocity >60%: 1,0.6,0

velocity >50%: 1,0.8,0

velocity >40%: 1,1,0 (yellow)

velocity >30%: 0.5,1,0

velocity >20%: 0,1,0 (green)

velocity >10%: 0.5,0.5,1

velocity >00%: 0,0,1 (blue)

 

Vanilla top, RHS bottom

Spoiler

20181023105625_1.thumb.jpg.5f728aa5b00055aec04df54fd3ef55a6.jpg

 

Vanilla left, RHS right

Spoiler

20181023105650_1.thumb.jpg.9855649163280aa9dce4b123ed2f0c4e.jpg

 

Vanilla left, RHS right.

Spoiler

20181023105640_1.thumb.jpg.eed1da9cea8b474e6c031abf2a49249d.jpg

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Weapon being tested: RHS Mk14 EBR-RI, vanilla Mk14 Mod1 EBR both using vanilla 7.62 vanilla rounds (20rnd mag)

Range: 300 meters (296 to be exact)

Target being shot: tin-fence

Colour code:

Spoiler

(RGB values in the range of 0 - 1, NOT the typical 0-255)

velocity >90%: 1,0,0 (red)

velocity >80%: 1,0.2,0

velocity >70%: 1,0.4,0

velocity >60%: 1,0.6,0

velocity >50%: 1,0.8,0

velocity >40%: 1,1,0 (yellow)

velocity >30%: 0.5,1,0

velocity >20%: 0,1,0 (green)

velocity >10%: 0.5,0.5,1

velocity >00%: 0,0,1 (blue)

 

Left vanilla, right RHS

Spoiler

20181023110941_1.thumb.jpg.a36e40c95b8b8bf2c79fbb51a7cb37f6.jpg

 

Right vanilla, left RHS

Spoiler

20181023110947_1.thumb.jpg.aaaa7eb922bc1192e23c4142e814c168.jpg

 

Top vanilla, bottom RHS

Spoiler

20181023110934_1.thumb.jpg.28c826a037d9f270f8ca5dc4f63d1251.jpg

 

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Weapon being tested: MX (vanilla 6.5), SPAR (HK 416A5 11") (vanilla 5.56), RHS HK416 D14.5 (RHS M855A1), RHS M4A1 (RHS M855A1), RHS Mk18 mod1 (RHS M855A1)

Range: 30 meters between shooter and first target

Target being shot: shoot-house walls

Colour code:

Spoiler

(RGB values in the range of 0 - 1, NOT the typical 0-255)

velocity >90%: 1,0,0 (red)

velocity >80%: 1,0.2,0

velocity >70%: 1,0.4,0

velocity >60%: 1,0.6,0

velocity >50%: 1,0.8,0

velocity >40%: 1,1,0 (yellow)

velocity >30%: 0.5,1,0

velocity >20%: 0,1,0 (green)

velocity >10%: 0.5,0.5,1

velocity >00%: 0,0,1 (blue)

 

From left to right: MX, spar, RHS HK 416, M4A1, Mk18

Spoiler

20181023113021_1.thumb.jpg.31bd63e4b47d195a150b3f73d7d869ef.jpg

 

From bottom to top: MX, spar, RHS HK 416, M4A1, Mk18

Spoiler

20181023113009_1.thumb.jpg.704df6fd0232bbdbfb2f142c3b333f97.jpg

 

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Weapons being tested: vanilla MX (vanilla 6.5), RHS M4A1 (RHS M855A1), RHS Mk14 mod 1 (RHS M855A1), vanilla AK 12 (vanilla 7.62), RHS AK-103 (RHS AK-103 57-N-231 (7.62))

Range: point blank

Target being shot: wall of a house (village house, abandoned)

Colour code:

Spoiler

(RGB values in the range of 0 - 1, NOT the typical 0-255)

velocity >90%: 1,0,0 (red)

velocity >80%: 1,0.2,0

velocity >70%: 1,0.4,0

velocity >60%: 1,0.6,0

velocity >50%: 1,0.8,0

velocity >40%: 1,1,0 (yellow)

velocity >30%: 0.5,1,0

velocity >20%: 0,1,0 (green)

velocity >10%: 0.5,0.5,1

velocity >00%: 0,0,1 (blue)

 

Back to front: MX, M4A1, Mk14, AK-12, AK-103

Spoiler

20181023115406_1.thumb.jpg.80521af1beb7750f15e837017c740149.jpg

 

Left to right: MX, M4A1, Mk14, AK-12, AK-103

Spoiler

20181023115411_1.thumb.jpg.d88e5b7b35b26367c4add09e17d76c35.jpg

 

Back to front: MX, AK-12 (all others did not penetrate)

Spoiler

20181023115426_1.thumb.jpg.cdd3af03f0e5da4874fa60ba090f3f68.jpg

 

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Weapons being tested: vanilla M-2000 intervention (vanilla .408), RHS M107 (RHS M33)

Range (to shoot-house walls): 30 meters, (to house wall): point blank

Target: shoot-house walls, house

 

Top to bottom: M-2000, M107

Spoiler

20181023120320_1.thumb.jpg.5349929a8d09ab80981aff1b2d4b3e3a.jpg

 

Left to right: M-2000, M107

Spoiler

20181023120332_1.thumb.jpg.f02cb3d2e5e3e9e1e374e6e43e776bf7.jpg

 

Left to right: M-2000, M107

Spoiler

Outside view:

20181023120355_1.thumb.jpg.fd50372f47d236288e60d2bce43beb4f.jpg

 

1st room

20181023120359_1.thumb.jpg.a8f91299324ae4e1f584ef158b09451c.jpg

 

2nd room

20181023120406_1.thumb.jpg.512b21d5534cf251479bee9fbb55e8ec.jpg

 

Outside:

20181023120412_1.thumb.jpg.732e35286549268b449b1ddad755277c.jpg

 

M-2000 penetrated 2 solid walls, M107 1.

 

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Thanks for these tests @Johnson & @Stanhope!

 

Personally I see no issues with the RHS Ballistics really, any issues there could be can really be claimed to be minor. 

 

There are different ammo types for a reason and as Johnson showed, the M855A1 EPR (Enhanced Penetration Round) does of course retain its benefits over the standard M855 cartridge.

 

I think factually speaking, the ammunition of the RHS modpack outclass Vanilla, SMA and possibly BAF in terms of realism while also having more options in terms of choice of rounds; an option that does actually make a difference.

 

Again, well done for taking time to research these things and showing others. :) 

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Tweaked the bullet tracker code a bit so the colours aren't relative to the initial velocity of the round but are colour coded against an absolute speed.

Colour code used:

Spoiler

velocity >= 995: [1,0,0] (~mach 3, red)
velocity >= 895.5: [1,0.2,0] (dark orange)
velocity >= 796: [1,0.4,0] (lighter orange)
velocity >= 696.5: [1,0.6,0] (even lighter orange)
(Mach 2 = 663,2)
velocity >= 597: [1,0.8,0] (light orange)
velocity >= 497.5: [1,1,0] (yellow)
velocity >= 398: [0.5,1,0] (light green)
(Mach 1 = 331.6)
velocity >= 298.5: [0,1,0] (green)
 velocity >= 199: [0.5,0.5,1] (very light blue)
velocity >= 99.5: [0,0,1] (blue)
velocity >= 0: [0,0,0] (black)

 

Range: 300 meters

Target: tin fence

Weapons being tested from left to right: MX (6.5 vanilla), Spar 11-inch (vanilla 5.56), Spar 14.5-inch (vanilla 5.56), RHS HK416 15.5-inch (RHS M855A1), M4A1 PIP (RHS M855A1), Mk18 mod1 (RHS M855A1), ASP-1 kir (12.7x54 subsonic rnd (vanilla))
 

Spoiler

20181023194938_1.thumb.jpg.71036682c489bd014dda3de1d8f522c3.jpg20181023194944_1.thumb.jpg.2208a793a8e8fe08a5505cc3c81ebb22.jpg

 

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Another boring class so some more tests, this time ammo comparison at range both relative velocities and absolute:

 

Target being shot: shoot-house walls

Range to first wall: 300 meters, roughly 3 meters between walls.

Weapon being used to test: Mk18 mod 1

 

Ammo being tested from left to right: M855A1, M855, Mk318 mod 0, Mk262 mod 1, vanilla tracer 5.56 ammo

 

Velocities colour coded with an absolute scale:

Spoiler

Colour code used:

velocity >= 995: [1,0,0] (~mach 3, red)
velocity >= 895.5: [1,0.2,0] (dark orange)
velocity >= 796: [1,0.4,0] (lighter orange)
velocity >= 696.5: [1,0.6,0] (even lighter orange)
(Mach 2 = 663,2)
velocity >= 597: [1,0.8,0] (light orange)
velocity >= 497.5: [1,1,0] (yellow)
velocity >= 398: [0.5,1,0] (light green)
(Mach 1 = 331.6)
velocity >= 298.5: [0,1,0] (green)
 velocity >= 199: [0.5,0.5,1] (very light blue)
velocity >= 99.5: [0,0,1] (blue)
velocity >= 0: [0,0,0] (black)

 

20181024141343_1.thumb.jpg.bbdc273e6cbe5627d925733f071445d9.jpg

20181024141353_1.thumb.jpg.7448b4c6e8d0d3184591d65fdecca9bb.jpg

20181024141356_1.thumb.jpg.0ebc9d292225c153711bd7e6c0240a40.jpg

 

Velocities colour coded relative to the projectiles initial velocity:

Spoiler

Colour code used:

velocity >90%: 1,0,0 (red)

velocity >80%: 1,0.2,0

velocity >70%: 1,0.4,0

velocity >60%: 1,0.6,0

velocity >50%: 1,0.8,0

velocity >40%: 1,1,0 (yellow)

velocity >30%: 0.5,1,0

velocity >20%: 0,1,0 (green)

velocity >10%: 0.5,0.5,1

velocity >00%: 0,0,1 (blue)

 

20181024141422_1.thumb.jpg.8f36bed89d14b6c5a5dc94c7defb0a38.jpg

 

20181024141429_1.thumb.jpg.6a5543bb67ea00a234747820f40f6247.jpg

 

20181024141435_1.thumb.jpg.71dd63e0f49c7cbc335ddfa1f2db72d8.jpg

 

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