DIRECT CONTACT
Steam News 5 May 202615d ago

Aiming at 90–100 meters: Deep Dive into the Bullet System

I wanted to give you a breakdown of how our projectile system works, why bullets were hitting low before, and the improvements I made. Why were bullets hitting low? It wasn’t a bug, it was actually too realistic! Our sy…

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  • Gameplay
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changedWhy were bullets hitting low? It wasn’t a bug, it was actually too realistic! Our system calculates true muzzle velocity (for example, a 5.56 NATO round travels at 961 m/s), bullet mass, and air travel time. Because of this, when firing perfectly flat at 100 meters, the game applied 1:1 real-world gravity. In reality, a 5.56 round drops about 2.5–3 inches over 100 meters, so the engine was simulating this perfectly. That meant bullets landed just below the crosshair, and even lower as distance increased.
changedThe Fix: The “100m Sweet Spot” To make gunplay feel crisp and satisfying, I’ve tuned the ballistic gravity multiplier to 0.5 from 1.
changedPerfect 100m Zero: From 0–100 meters, weapons now shoot where you aim is exactly where the bullet hits, now remember the recoil. CQB and mid-range combat feels tight and accurate now.
changedTrue Physical Scopes: Zeroing your scope to 200m+ physically adjusts the reticle, forcing you to angle the barrel higher. The bullet system reads this angle and launches the projectile in a natural arc to hit distant targets. I’ll also be adding a small UI to show the zeroing distance. on page up and down, not implanted now .
changedAdditional Fixes I’ve locked the baseline to always work from 0–100 meters. Beyond that, follow the zeroing steps for accurate long-range shots. or aim higher up in the scope its has dots for 200 meters and up. depends on the weapon.
addedI’ve added a function to detect if toggle aim is being used. If so, it keeps the button held down so calculations don’t mistakenly think you’re firing from third-person (TP).

I wanted to give you a breakdown of how our projectile system works, why bullets were hitting low before, and the improvements I made.

Why were bullets hitting low? It wasn’t a bug, it was actually too realistic! Our system calculates true muzzle velocity (for example, a 5.56 NATO round travels at 961 m/s), bullet mass, and air travel time. Because of this, when firing perfectly flat at 100 meters, the game applied 1:1 real-world gravity. In reality, a 5.56 round drops about 2.5–3 inches over 100 meters, so the engine was simulating this perfectly. That meant bullets landed just below the crosshair, and even lower as distance increased.

The issue: On a monitor, true 1:1 gravity at close to long ranges because you don’t have the natural depth perception a real shooter real woorld uses to compensate.

The Fix: The “100m Sweet Spot” To make gunplay feel crisp and satisfying, I’ve tuned the ballistic gravity multiplier to 0.5 from 1.

Perfect 100m Zero: From 0–100 meters, weapons now shoot where you aim is exactly where the bullet hits, now remember the recoil. CQB and mid-range combat feels tight and accurate now.

Hardcore Long-Range: Beyond 100 meters, realistic bullet drop kicks in. At 200m, 300m, and further, you’ll need to use the Optic Zeroing System (Page Up/Page Down). or start aiming higher up.

True Physical Scopes: Zeroing your scope to 200m+ physically adjusts the reticle, forcing you to angle the barrel higher. The bullet system reads this angle and launches the projectile in a natural arc to hit distant targets. I’ll also be adding a small UI to show the zeroing distance. on page up and down, not implanted now.

Additional Fixes I’ve locked the baseline to always work from 0–100 meters. Beyond that, follow the zeroing steps for accurate long-range shots. or aim higher up in the scope its has dots for 200 meters and up. depends on the weapon.

I’ve added a function to detect if toggle aim is being used. If so, it keeps the button held down so calculations don’t mistakenly think you’re firing from third-person (TP).

Thank you for supporting the game!

Source

Steam News / 5 May 2026

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