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Anyone digging into Rust's projectile system lately? Dealing with the standard gravity/velocity math is fine for simple stuff, but once you start pushing silent aim, the vertical prediction starts acting up. I have been running into an issue where the output is consistently hitting feet or ground, suggesting the vertical arc isn't calculating against the local player's height or the projectile drop properly.
The Current Headache:
I have been looking at the projectile simulation path, but it feels like there is a specific offset in the projectile controller I am missing for vertical compensation. For those who have reached decent consistency with silent aim, are you just relying on the client-side math or are you hooking the projectile update directly?
Anyone else caught this specific issue with the vertical arc logic?
The Current Headache:
- Hitting the floor/feet instead of the head/torso.
- Vertical trajectory fails to account for player height in motion.
- Bullet velocity constants seem to drift if you don't account for the current weapon's specific drag coefficients.
Things to verify:
- Are you pulling the weapon stats directly from the ItemDefinition or are you hardcoding the projectile velocity? Rust loves changing these per patch.
- Check if your base game simulation is accounting for the target's movement velocity (latency-compensated).
- Verify your view matrix alignment with the projectile spawn point, not just the camera origin.
I have been looking at the projectile simulation path, but it feels like there is a specific offset in the projectile controller I am missing for vertical compensation. For those who have reached decent consistency with silent aim, are you just relying on the client-side math or are you hooking the projectile update directly?
Anyone else caught this specific issue with the vertical arc logic?