Hey everyone, after seeing some pretty bad errors in bullet speed and bullet drop and that sort of thing lately, I have found one of the best comparison and trajectory websites to help all of you developers find out the average speed and drop of some common ammunition types.
http://www.shooterscalculator.com
Another thing that game developers should take into account is the ideal distance for the speed the bullet has traveled at. Most games just have the maximum damage right after the bullet leaves the barrel, but that generally isn't the ideal range for doing the most damage. Here are a few factors you should know when you take bullet drop and bullet speed into account:
1.) A slower bullet speed will often do more damage to tissue, whereas a faster speed will often result in the bullet passing cleanly through the body. Faster bullet speed however will pierce armor much better than slower rounds, so there is an advantage to both high velocity rounds or low velocity rounds depending on your situation. A good source for determining the muzzle energy is right here:
https://en.wikipedia.org/wiki/Muzzle_energy
However, the formula they use here ( Ek = (1/2)*(mv)2 ) is only good when you know the velocity of the bullet. If you use this in combination with the shooters calculator i mentioned earlier, then you can find the speed of any round at any distance you want.
2.) Don't be one of those developers that makes it so that the netcode favors those who have a high ping. One of the biggest errors I have seen is that they will make it optimized for those who have 150-200 millisecond ping. Make it below 150, because if you don't, your calculations will be thrown off and you will be unable to properly take advantage of your realistic bullet physics. The reason for this is that once people have a bit past one tenth of a second, you will begin to experience burst damage, and death behind cover. Based on the average speeds of some common game catridges, such as the 5.56mm NATO (Used in the M16 or M4 platforms), or 9mm Luger (Used in majority of handguns and some PDWs), you would have to bee within 330 feet aimed on the person for the 5.56, or 117 feet for the 9mm. Once you are outside of this range, the lag of the person who has the bad ping will make it so that they might not be where it looks like they are, thereby causing you to miss. Every single person will have some form of lag, but make sure it favors those whose ping is decent. If you don't, people will be frustrated by your game mechanics and you will most likely get bad media coverage and lose sales. The reason I chose these cartridges is that they are the two most popular firearm calibers we currently have, and almost every modern shooter uses them as a primary part of their product.
3.) Take barrel length into account. As a good rule of thumb, figure 50 feet per second, plus or minus, for every inch longer or shorter than a 22 inch barrel. You can find more information on rifle accuracy with this link, if you want to get really involved with your game
http://www.chuckhawks.com/rifle_barrel.htm
Anyways, I hope this helps you guys with your quest to make a great game!
-Sgt Andrew