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Arma 3 ai subsonic rounds
Arma 3 ai subsonic rounds







arma 3 ai subsonic rounds
  1. #Arma 3 ai subsonic rounds movie
  2. #Arma 3 ai subsonic rounds mod

SR-25 (which would evolve into the M110).īlack Bag is a weapons mod for Rainbow Six on the Black Thorn engine, as found in the Black Ops v2.0 mod hosted here at ModDB. Wow thanks Whit thats very informative - was he using a 26in barrel? I seen you said it was really long but i was just curious the exact length.Version 0.83 of the Black Bag mod for Black Ops v2.0 (which is a compilation of all pre-Raven Shield Rainbow Six content) adds the Beretta M12-S2 suppressed submachinegun, the VSS Vintorez intermediate range sniper rifle, the AS Val, a suppressed AKS-74U, and the Knights Armament Co. Originally Posted By: miradorInteresting reading from EBR site, direct copy paste: If you need more than the 750-800 yards, it's Time to consider the. Yes we shoot them much further, but if there is any wind at all.especially if it is gusty.the results get real "iffy". While we're on this subject, I do not consider the. It has been proven beyond the shadow of the slightest doubt that a short, stiff tube is more accurate than a long whippy one, *especially* if you put a weight (suppresser) out on the end of it. We regularly shoot to 900 yards with the 16" Wraith with excellent results on calm days. For those who think this ruins the Long Range capability of the weapon, I say "HOGWASH". 308 Rifle ammunition in your platform, it is best to not only rebarrel the gun to put a better tube on it, but to also have it cut to no longer than 20". The moral of this story is that if you intend to shoot subsonic. Mean Average for the 5-shot group was 1021 ft./sec. The very first round from the same box of EBR PBS's chronographed at 1046 ft./sec. Got the customer's gun back, shortened to 20". Pretty sure this will cure the problem from the testing evidence I'll let you know. I noticed his barrel was WAY long, and I think this exacerbates the problem, so we're having it cut by a competent 'smith (Jared Joplin of Patriot Arms / 70) and rethreaded to 20" at his request. His gun/EBR ammo chrono'ed about 650 on the first shot, then in the high 900's to mid 1000's on all succeeding shots. Turns out it was the same phenomenon we discussed years ago with Al about the first shot being much slower due to the cold steel soaking up energy. This Arkansas cop was having trouble with his gun and our ammo. We just had another customer ask about subsonic use, etc. Interesting reading from EBR site, direct copy paste:

#Arma 3 ai subsonic rounds movie

I sort the cases by weight and use a satoriuos scale for my sub loads so it keeps the SD fairly tight.Īnd those ejection port covers are almost as sweet as the movie they reference. The ES was 34 FPS or 3.2% and the SD was right at 1062+-22 FPS or 2.1%. I refered to the seating depth only in regards to filled case capacity and not to powder position sensitivity. Thanks - that makes alot of sence in regards to starting high and working down - I feel that i understand this properly now thank you What do your ES and SD look like? Are your rounds really powder position sensitive?Īnd those ejection port covers are almost as sweet as the movie they reference. Rounds get stuck when they are going 500fps or less and most factory loaded round are pushing 900fps+.Īnd I don't know how I feel about barely 70% case capacity. If anything the longer barrel will just increase velocity making them faster. Factory loaded sub loads will be fine regardless of barrel length or suppressor used. I personally know of cases where guys stuck projectiles working subsonic loads by the way they sounded. The proper way to work up sub loads is to start fast and work down to a slower speed.

arma 3 ai subsonic rounds

Projectiles get stuck when guys are working up loads and start way too slow. Originally Posted By: BachelorJackIntrepid4576









Arma 3 ai subsonic rounds