Arma 3
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Predicted Impact Point indication -EBW
   
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Data Type: Mod
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649.729 KB
10 Aug @ 9:42pm
26 Sep @ 8:44am
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Predicted Impact Point indication -EBW

Description
Dr GPT5 always know whats we needs .

Draw a predicted impact point indication where the bullet is expected to impact , nothing fancy , or you can toggle ballistics lines draws too .

This mod checks your current magazine (to get the bullet’s base muzzle velocity and air resistance), your weapon type (to apply the weapon’s muzzle velocity multiplier), and whether you have a suppressor attached (for an additional muzzle velocity multiplier). It also reads your current weapon zeroing (to calibrate the firing angle).
Then, using some physics calculations, it estimates where your bullet will land — accurate enough for a headshot at 1500 m ✔. The impact point is generally correct, though sometimes the physics model can introduce small errors, but they’re usually not significant.

The current version of the impact point predicted uses a ‘fast approximation’ algorithm.Because ARMA 3 uses calculus to simulate bullet aerodynamics, and its weapon zeroing system has an “auto-gravity” feature, every time you change your aim (pitch angle), the actual bullet firing angle shifts slightly relative to the gun’s barrel. This mod records your weapon’s pitch angle every frame, but running the full simulation formula each frame would make the game too laggy to play. So, you should always shoot within your weapon’s effective range(you can shoot at ineffective range just not set weapon zeroing above effective range). Once the bullet goes beyond that range, any small calculation error grows exponentially. Within the effective range, though, the impact point error is only about ±0.1 mil.



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To old version user ,change your "Vanilla: airFriction coefficient" to 1.000 on CBA settings .

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Rocket impact prediction isn’t as simple as I first imagined. Unlike bullets or grenade rounds, rockets have a full 3D model and go through an acceleration phase after launch. The thrust direction is tricky to simulate, and unlike regular ammo which mainly uses airFriction, rockets and missiles also have a sideAirFriction parameter that changes how their axis drops, plus other factors hidden inside their 3D model that can’t be accessed normally. This makes precise thrust direction hard to model.That is maybe why only rockets and missiles had "simulationStep" parameter on their config file .
To avoid errors caused by parts like suppressors affecting muzzle velocity, the velocity of each shot is measured and recorded. It’s then compared with the predicted value, and if the difference is greater than 3%, the actual measured velocity is used for the ballistic calculation.
So, the prediction works by first firing a rocket, recording its actual trajectory, and then using that to predict the next shot. This has some limitations — for example, if the firing angles between the two shots are too different, accuracy will drop — but overall it’s still fairly reliable.


To use TrackingPoint function ,you need set those 2 CBA hotkeys . first press "Select target" hotkey with center screen then press and hold "Guided fire" hotkey it will auto fire when aiming right . CBA setting size/offset adjust how bigger the hitbox you want . (Same as real TrackingPoint , semi-auto only , 1 press 1 shot . Infantry only , not drone .)
Super-PFG CBA setting , if you clicked that .your bullets will automatically adjust for the target’s movement offset, calculating the zeroing. All you need to do is aim at the target and shoot.
If that white box shows a bit higher than it does when at close range, it cus your locked target is standing in the LOD of the terrain has been downgraded. At the same time, you may notice that the legs of your locked target already sunk into the terrain. But "drawLine3D" must used on AGL , hope ARMA4 can fix this .






The ACE part of this mod is not the main focus, and its accuracy is not intended to reach sniper-grade precision.

The mod still takes all ACE parameters that affect ballistics and references ACE’s own calculation methods.
Most behaviors, including spin drift and wind deflection, are handled with numerical integration.
However, because Arma 3’s scripting engine has strict limits on thread speed, the integration step (Δt) cannot be made very small. As a result, in strong crosswind conditions the trajectory may show visible under-integration errors (slightly too little drift).
Another common misunderstanding is about how bullets leave the gun. Many players believe ACE bullets fly exactly along the weapon barrel’s axis — but that’s not true at all. Just like in vanilla Arma 3, your weapon is automatically “gravity-compensated” in real time. Each time you adjust your pitch angle, the game shifts the actual firing angle of the bullet relative to the barrel to keep zeroing consistent.
Vanilla ballistics fully accounts for this, but reproducing that exact correction in ACE mode would be very costly in performance. To avoid even more lag, this mod only applies a rough adjustment in the ACE branch. The result is that high-BC bullets will tend to impact lower than expected compared to a perfectly corrected solution.The 40mm grenades in the ACE module just use the original simple logic, since the error isn’t very big. Doing full ACE ballistic calculations would take too many resources because of the long flight time at long range.

This mod does not predict the dispersion of bullet impact points due to normal situation or overheating of the ACE weapons.



I know it lags ,try click "ADS only mode" on CBA setting .

The default max ballistic draw range is 2000m. For 2500m or more, there is an option in the CBA settings.

If a pellets bullet is detected, the code will automatically stop to prevent a crash.Only pellets not slugs or HE.

If something weird ,use hotkey turn off and open again may help.

This mod won’t change your ballistics , unless you clicked Super-PGF CBA setting.

-------DONT point sky , that will make code running crazy .----------

You’re free to modify this mod into your own version — I don’t mind.
53 Comments
Clorox Enjoyer 14 Sep @ 3:32am 
Thanks, good work on the mod btw! Keep it up.
EvilBatW  [author] 14 Sep @ 12:40am 
Fixed
EvilBatW  [author] 14 Sep @ 12:09am 
yes i noticed that , i will fix that soon.
Clorox Enjoyer 13 Sep @ 12:35pm 
When Predicted Impact Point is enabled (the hud is enabled) all hints go away. (I mean "normal hints" not tutorial hints.)
EvilBatW  [author] 2 Sep @ 3:08am 
Fixed.
EvilBatW  [author] 29 Aug @ 2:09am 
Im watching AI generating new codes , i will check this thing later .
rf017 29 Aug @ 1:55am 
@EvilBatW After creating the host, it doesn't display, but it does when I press F10
EvilBatW  [author] 29 Aug @ 1:50am 
Ah, I remember now AI set the default key to F10, next time I update the new TrackPoint feature, I’ will remove F10 so that there’s truly no default key.
rf017 29 Aug @ 1:48am 
@EvilBatW I have solved this problem with F10,:steamthumbsup:
EvilBatW  [author] 29 Aug @ 1:24am 
not sure why, i tested on my own LiberationRX server ,also tested host a End Game multiplayer ,they all works .Did you accidently pressed hotkey turn off the mod ?