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Description

Advanced External Ballistics (AEXB) – The Most Realistic Ballistics Simulation for Unreal Engine

Advanced External Ballistics is a cutting-edge simulation that aims to realistically and accurately simulate the behavior of projectiles.

No matter if bullets fired from a gun, grenades thrown or missiles launched AEXB handles it all.

▶️ Want to see it in action? Check out our showcase here:

https://youtu.be/wKEcH-uo_Z8

At the heart of AEXB lies an optimised line trace system that keeps performance high and by using clever math, scientific formulas and lots of research, it gets transformed into the most accurate and complete ballistics simulation not just on Unreal Engine but in all of gaming.

Through its innovative features AEXB becomes one of the leading ballistics simulations on the market and will instantly elevate your game to the top of the milsim or shooter genre.

Just want the basics? Take a look at Basic External Ballistics and see if it suits your needs:

https://www.fab.com/sellers/ZiamschnopsEntertainment

🔫 Cutting-edge ballistics simulation:

Gravity simulation based on bullet weight and gravitational constant.

Extreme spread varies the initial velocity of each round fired and changes with temperature.

Transsonic barrier introduces inaccuracy when the projectile transitions from supersonic to subsonic speeds.

Spindrift altering projectile trajectory due to bullet spinning.

Atmospheric density modelled on real life data using temperature, elevation, and humidity.

Drag force based on mathematical formulas based on air density, bullet speed, bullet weight, ballistic coefficient, and caliber.

Weapon spread adjusts the initial trajectory of the projectile.

Coriolis and Eötvös effect modifies projectile trajectory due to Earth's rotation and ground speed difference.

Dynamic tick rate optimises simulation resolution based on distance.

Inaccuracy for damaged or armor-piercing projectiles.

🌬️ Realistic Wind Simulation:

Custom wind solution with a perfect blend between realism, gameplay, and artistic control.

Fully configurable wind behaviour that can change, gust, turn, and fluctuate over time.

Wind forces influences projectile trajectory based on wind strength, bullet weight, and ballistic coefficient.

Easily controllable through placeable wind volumes.

Placeable wind blockers block wind inside buildings and automatically create wind shadows that react to wind changes.

Atmospheric conditions can change inside wind volume.

Simulate environments ranging from Mount Everest's peak in a blizzard through a sandstorm in the Sahara Desert down to a rainy day in Scotland.

🔗 Hybrid hitscan and projectile:

Hitscan for close-quarters combat, ensuring responsive gunplay where milliseconds matter.

Uses simplified anticheat, ensuring hit confirmation in a single tick.

Per cartridge definable hitscan range to suit every type of projectile.

Full simulation used when no hitscan hit was found in the given range.

🧱 Penetration and ricochets:

Penetration modell takes into account material density, projectile energy, and armor-piercing properties.

Projectiles can stop in material if too thick to penetrate.

If penetrated, trajectory will vary due to the destabilization of the projectile.

Weight and velocity lost by the projectile during penetration will be accurately reflected in projectile simulation.

Material fragments at the exit location have their own weight and velocity based on the projectile and do their own damage simulated by the projectile system.

Material hardness can prevent projectiles from entering and will fragment, for example, armor plates or hardened metals.

If the projectile fails to penetrate it will fragment at the surface, and its weight and velocity will be divided into fragments that do damage simulated by the projectile system.

Provisions are made for AP projectiles that have extra penetration power and can retain hardened penetrators and only shed copper jackets.

Ricochets react to different materials ricocheting off based on impact angle. They retain weight and velocity and do accurate damage based on these values.

Material ricocheting off has an impact on exit trajectory, weight, and velocity.

Shrapnel at the ricochet point is removed from the projectile and does damage simulated by the projectile system.

After ricochet or penetration, the projectile can ricochet or penetrate repeatedly until it comes to a stop.

All variables governing ricochets, penetration, and materials can be tweaked to your needs.

📜Update 1.1:

Now fresh with update 1.1, the simulation has been expanded to support missiles, rockets, and grenades.
Included in AEXB are 11 new toys that bring new ways of destroying our enemies.
Be it hunter-killer missiles, RPG rockets, or conventional grenades with the new features Update 1.1 brings, you can be sure your game never gets dull.

🛑 Anticheat:

Custom anticheat solution validates every variable to detect and prevent tampering.

Absolute or cascading detection method changes the sensitivity of anticheat.

Calculations only made by the firing client keeps server load low and client framerate high.

Server authoritative damage.

🤝 Multiplayer:

Ready to play multiplayer game mode included.

Free for all gamemode on a custom PvP map.

Try it before you buy it by joining the Discord.

And more:

Fully replicated out of the box.

Advanced external ballistics system features tons of documentation in the form of videos and documents as well as direct developer support.

It's 100% Blueprint, no waiting for updates and fully customizable.

Blueprints are easily readable with a full breakdown video going over every node by the developer available for customers.

Support and bug tracker forums with direct support from the developer.

Join the discord if you have questions, suggestions, want to try the AEXB demo or just want to hang out:

https://discord.gg/fKHAVvUncV

Check out my social media for more:

https://www.youtube.com/@ZiamschnopsEntertainmenthttps://x.com/ZiamschnopsEnt

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