Search Results
7/13/2025, 11:26:38 PM
OP's upper image shows the line of aim and the line of the bullet's path are angled to approach each other, but won't intersect until about a dozen times as much distance, and the line of the bullet's path has zero curvature visible.
In such diagrams, there's often an implication that the scale is adjusted for demonstration purposes, and you're to assume the scale by context of what will demonstrate the assumed concept, so you might assume it should be scaled for a shot beyond the rifle's zero, so you can see the arc of the bullet intersecting with the line of aim twice, demonstrating the whole concept of zeroing. But no, it's accurately depicting a different concept, shooting a rifle in spitting distance, where it's correct for drop and zeroing to be negligible, and you're practically dealing with two straight parallel lines.
The distance between those lines can matter. Even if the target is big enough to overshadow that difference, there's the concern of bullets hitting something else on the way, pic related, so it is a concept worth illustrating.
But it's something that gamers and/or devs often don't want to deal with, so the bullets often come from your view instead. The same concept can get completely blown out of proportion in third person shooters, where the distance between the view and the muzzle goes from a few inches to a few meters.
In such diagrams, there's often an implication that the scale is adjusted for demonstration purposes, and you're to assume the scale by context of what will demonstrate the assumed concept, so you might assume it should be scaled for a shot beyond the rifle's zero, so you can see the arc of the bullet intersecting with the line of aim twice, demonstrating the whole concept of zeroing. But no, it's accurately depicting a different concept, shooting a rifle in spitting distance, where it's correct for drop and zeroing to be negligible, and you're practically dealing with two straight parallel lines.
The distance between those lines can matter. Even if the target is big enough to overshadow that difference, there's the concern of bullets hitting something else on the way, pic related, so it is a concept worth illustrating.
But it's something that gamers and/or devs often don't want to deal with, so the bullets often come from your view instead. The same concept can get completely blown out of proportion in third person shooters, where the distance between the view and the muzzle goes from a few inches to a few meters.
Page 1