Originally Posted by Skibbo
Great info UV. What would be interesting is to determine how much energy it would take to get a break of the round, spreading at least enough fill that a player would be called out. Then you could look at that energy and see what the maximum effective distance for each projectile (.68, FS, .50) would theoretically be.
You could then use this data plus the angles needed to reach that distance and make up a ballistics chart, in the same vein that military marksmen/snipers use. Then using a known distance to a target, you could formulate how to hit the target given a straight flight path.
I agree to an extent.
In regards to reliable markings, the problem I've experienced is that the probability of marking is based on impact angle, and 'squishiness' of the impact point. In other words, I've whacked someone, the shell broke but, most of the paint went off of them rather than on. If one wanted to assume 90deg impact angles and a solid target this would be somewhat easy to do either by direct testing or, a crush test of the shell.
In regards to taking the data and converting to an angle / distance chart, I've run into a wall. None of the calculation software can account for degrees of change (they usually work in "Minutes of Angle which is too fine for our purposes).