S.G.S Basics: Shells, Chokes, and Ballistic Mechanics
- Jul 8, 2025
- 5 min read
Updated: Sep 20, 2025

If you’ve landed on this article, chances are you already know the basics: a shotgun shell is nothing like a rifle bullet. But for context—and for anyone newer to bird hunting—bird shot contains hundreds of lead or steel pellets that spread outward in a widening pattern after leaving the muzzle. They don’t travel as far as a bullet and lose energy over distance.
Generally, we say that beyond 50 meters (around 55 yards), a bird shot becomes ineffective—though that can vary depending on the shell’s specs.
And that’s the maximum range in Small Game Seasons (S.G.S) as well. If enough pellets hit the bird, it can be dropped—depending on the distance, species and the difficulty settings you choose in the prototype (Yes, you can tweak shot difficulty, which changes how much impact is needed to bring down different bird types).
After I finalized the shotgun handling system, I turned to the next obvious step: ballistics and everything surrounding it.
The Ballistics Foundation
I didn’t write the ballistics code from scratch. That would’ve required diving into Unreal Engine’s C++ systems—and that wasn’t my goal. As with the environment, birds, and gear, I relied on high-quality assets and plugins, which allowed me to focus on delivering the simulation experience I envisioned.
For ballistics, I used a plugin called EasyBallistics, available through the Unreal Engine Marketplace (now FAB). It offers a flexible system with customizable parameters—perfect for simulating the core elements of shotgun behavior in S.G.S.

Here’s what I focused on simulating:
Number of pellets per shot
Velocity and drop over distance
Distance vs. impact strength
Spread size and choke effects
Shot Specs vs. Real-Life Complexity
During early testing with EasyBallistics—and after several conversations with the plugin’s author—I realized that plugging in real-world values didn’t always produce real-world results in Unreal Engine. Some compromises were necessary.
Two core challenges:
Performance: Simulating 300+ pellets per shot using trace-based logic created a massive load—unrealistic for real-time gameplay, even in a small-scale prototype.
Unrealistic Hits: In the trace-based system, all pellets reach the bird at once, making every shot far too lethal unless heavily filtered.
The Design Compromise
Rather than pushing realism to the point of breaking the prototype, I made a practical decision: Each shell simulates only 20–40 pellets, depending on load type.
This approach:
Keeps frame rates as stable as possible
Allows readable results (misses, grazes, or clean hits)
Avoids unnatural accuracy
I then paired those parameters with custom logic to manage:
Pellet velocity and drop
Impact strength over distance
Species-specific resistance (reflecting how different birds respond to hits at varying distances)
The following listed shot sizes, shell lengths, and velocities are based on real-world references. However, in the S.G.S prototype, these values have been adapted to fit Unreal Engine's simulation environment. So while the foundation is real, the outcome is designed for convincing true-to-life behavior—not literal duplication of real world physics parameters.
Shot Size | Shell Length | Velocity | Recommended for |
8 | 2¾ in. | 1220 ft/s | Clay targets, American Woodcock, Thrush |
7½ | 2¾ in. | 1290 ft/s | Clay targets, American Woodcock, Thrush |
6 | 2¾ in. | 1250 ft/s | Ruffed Grouse, Wood Pigeon, Pheasant |
4 | 2¾ in. | 1350 ft/s | Pheasant (longer shots or tougher impact needed) |
In a full-scale version of S.G.S, this system would evolve with more shot types, advanced damage modeling and potentially full-pattern simulations—not just reduced trace counts.
Choke Tubes in the Prototype
The prototype includes a functional choke system that players can access in the field. While the change isn’t visually animated (a feature that would likely come in a full version), players can customize the choke configuration for each barrel in a simple pop-up interface.
By default, the bottom barrel fires first—in line with best practices and standard over-under shotgun mechanics.

Different hunts call for different chokes. And for those newer to bird hunting: fast-flushing birds like Grouse or Woodcock in dense cover are best approached with open chokes like Cylinder or Improved Cylinder, which are more forgiving at close range. Tighter chokes—such as Modified or Full—are better suited for longer shots in open terrain or when targeting larger birds like Pheasants.
The available chokes reflect what you’d expect from a modern field shotgun:
Full (F)
Improved Modified (IM)
Modified (M)
Improved Cylinder (IC)
Cylinder (C)
Each choke setting adjusts the simulated shot spread and pattern within the ballistics plugin. It’s a straightforward implementation for now, but it adds a vital layer of tactical realism to every shot.
Here’s a choke suggestion table for each of the bird species featured in your S.G.S prototype, based on typical hunting distances and flushing/flying behavior in real-life hunting:
ird Species | Typical Shooting Distance | Recommended Choke | Rationale |
Ruffed Grouse | 10–25 yards (9–23 meters) | Improved Cylinder (IC) or Cylinder (C) | Fast flush in tight cover; wide, forgiving pattern helps with reaction shots. |
American Woodcock | 10–25 yards (9–23 meters) | Improved Cylinder (IC) | Holds tight, flushes close; similar to grouse but slower flight. |
Ring-necked Pheasant (Driven) | 30–45+ yards (27–41+ meters) | Modified (M) or Full (F) | Longer range and higher flying birds during drives; tighter pattern needed. |
Thrush (Song Thrush) | 20–30 yards (18–27 meters) | Improved Cylinder (IC) or Modified (M) | Small bird, fast flyer; needs a wide but still effective pattern. |
Wood Pigeon | 25–40+ yards (23–36+ meters) | Modified (M) or Full (F) | Migrating flocks fly high and fast; tighter choke helps reach out cleanly. |
In a full game version of S.G.S, the choke system would likely expand to include more variety and more subtle impact differences, supported by deeper code and broader content.
Conclusion
Shotgun ballistics are complex—but in bird hunting, they’re also everything. From shell specs to pellet count, from chokes to spread patterns, the behavior of each shot directly shapes the challenge and immersion of a wing-shooting experience.
In the S.G.S prototype, I worked within the framework of Unreal Engine and the tools available to create a meaningful, believable shotgun experience. It’s not about simulating every pellet—it’s about capturing the overall mechanics a wing-shooter would perceive: the decision-making, the timing, and the shot outcomes that feel true to life.
Whether you’re flushing a Grouse or calling in Thrushes, the right shell, choke, and distance matter—and that’s exactly what I wanted to reflect in the S.G.S prototype mechanics.
References & Guidelines
Disclaimer: The following resources, links, and references are shared for context and inspiration. They are unrelated to the S.G.S prototype, which is entirely fictional and not affiliated with, endorsed by, or representing any real organizations, brands, or publications
Project Upland – Understanding Chokes and Shot Sizes for Upland Hunting
Wikipedia – Shotshell (for general overview)
