I actually doubt that making a fast-moving "ballistic" projectile
in practice really gives you the trajectory or "feel" you're looking for.
Since there's (most likely) no means built into the engine to actually make an actual parabolic trace, I assume any moving actor that's subject to gravity has its trajectory simulated on a frame-by-frame basis like this:
- First, the engine calculates how far the projectile could have moved at most given the elapsed time since the last frame and its current velocity.
- Then, a linear trace is done from the projectile's old position to its calculated maximum end position. If it hits an obstacle, the end position is corrected accordingly.
- Lastly, the projectile's velocity is updated to accommodate gravitational pull (again given the time since the last frame and the effective gravity).
So, actually, instead of getting a true parable, you get a rough approximation of one made out of straight segments.
For slowly moving actors that's not a big deal and the trajectory still looks nicely similar to smooth parable, but for very fast projectiles the effect is only little different from "instant hit" depending on the distance to the target. For a projectile with a speed of 45,000 units per second and assuming a server tick rate of 30 ticks per second, anything closer than 1,500 units (corresponding to about 30 meters) will be hit
exactly like with an "instant hit" weapon.
The downward velocity induced by gravity, in turn, is little more than 30 units per second per tick. Assuming that 5,000 units roughly correspond to a distance of about 100 meters, the projectile has gained less than 100 units per second downward velocity when it reaches that distance (given the default gravity of 950 units per second per second as defined in PhysicsVolume); a negligible amount compared to the 45,000 units per second initial velocity.
In conclusion: I wouldn't take it for granted that making weapons with fast-moving projectiles
effectively makes any perceivable difference in how weapons "feel" in the game. It's your individual call, of course, but maybe the hassle of implementing those projectiles properly and without any unwanted side effects is actually not really worth the trouble.
[edit]
Of course, you could get around the maximum velocity limitations of the game by implementing your own projectile movement code along the lines of what I described above; while doing that in UnrealScript rather than letting the engine do it is somewhat less efficient, it's a matter of only a few UnrealScript statements that are executed per tick and thus should not have noticable impact on performance.
[edit]
Taking the measurements on
Unreal Wiki: General Scale and Dimensions as a guide (50 units approximate 1 meter), the standard gravity of 950 units per second per second is way off as far as realism is concerned; it should be more along the lines of 500 units per second per second. That halves the vertical velocities I was talking about earlier, making the effect even less perceivable.