Bulldog72 10 Posted July 28, 2010 What do the numbers (2-5) in the optical sight mean? Share this post Link to post Share on other sites
SPC.Spets 21 Posted July 29, 2010 (edited) 200 and 500 mts? EDIT: no, think no. I saw some graphics explaining the sight reading, cant find it now EDIT2: here http://www.armaholic.com/brazil/misc_utilities/6th_Sense_Deadeye_guide_ver_1.7.pdf but MAAWS is not there :s Edited July 29, 2010 by SpetS15 Share this post Link to post Share on other sites
Simon C 0 Posted July 29, 2010 SpetS15 said: EDIT2: here http://www.armaholic.com/brazil/misc_utilities/6th_Sense_Deadeye_guide_ver_1.7.pdf but MAAWS is not there :s Because the guide was made before Arrowhead came out. :p Share this post Link to post Share on other sites
Poncho 10 Posted July 29, 2010 hey i just played around with the MAAWS in the armory, i guess 1 - 5 is kilometers, so each step is a 1000 meters. Share this post Link to post Share on other sites
JojoTheSlayer 35 Posted July 29, 2010 Poncho said: hey i just played around with the MAAWS in the armory, i guess 1 - 5 is kilometers, so each step is a 1000 meters. LoL, sorry, but 5km? If you can make a hit further than modern tanks with computers can then youre good! Its range 100m - 500m, but to me its seems its more for show. It seems of. The lines on the sides with the small taps on are for driving targets. Slow, medium fast. However I would love to get airburst ammo for the 84mm. Then you have to take into account what color scale the scoop is on and if you want direct fire or indirect and.... never mind. :) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 29, 2010 Same ridiculousness with the SMAW. No problems hitting a stationary tank at 2km. For a weapon with maximum range of 500m, that is pretty good :( Share this post Link to post Share on other sites
SPC.Spets 21 Posted July 30, 2010 Im not sure, but in Arma OA the rockets are not affected too much by gravity. Maybe with ACE2 you can see it Share this post Link to post Share on other sites
frederf 0 Posted July 30, 2010 Yeah, many OA anti tank weapons are messed up. The RPG-7 is supposed to fly very "flat" for a certain portion of its range due to aero on the projectile itself. AT-4 on the other hand should not fly flat at all. Pop-bang and pretty parabolic in arc. I don't know why BIS goes to such great lengths to get non-ballistic behavior that makes zero realism sense. Share this post Link to post Share on other sites
b00tsy 28 Posted July 30, 2010 Agreed that the MAAWS is to easy. Only just yesterday I took out some tanks from 1.7 Km away, easy 1 shot and direct hit. And for targeting I always use the 2nd cross from above in the scope does not matter if its 300 meters or 2Km, its a sure hit. Share this post Link to post Share on other sites
mr.g-c 6 Posted July 30, 2010 Its simple, there is nothing to explain because BIS has no Rocket/RPG Trajectory modeled/simulated in their simulation-engine so the sights will remain off forever. Use ACE2 to solve that and dozens of other strange limitations in Arma2. Share this post Link to post Share on other sites
slatts 1978 Posted July 30, 2010 the ranges in real life are 100-500m unfortunaly the range isnt calculated right in oa i might be making new carl gustav/maaws rounds, i could look into it Share this post Link to post Share on other sites
galzohar 31 Posted July 30, 2010 The_Blink said: the ranges in real life are 100-500m unfortunaly the range isnt calculated right in oa i might be making new carl gustav/maaws rounds, i could look into it Save your time, ACE already fixes this, unless you really want to make a non-ACE-dependent fix. Share this post Link to post Share on other sites
kylania 568 Posted July 30, 2010 galzohar said: Save your time, ACE already fixes this, unless you really want to make a non-ACE-dependent fix. ACE is not the answer to everything. :rolleyes: Non-ACE content, or I should say, ArmA2 content, is always appreciated. Share this post Link to post Share on other sites
avengerzx 10 Posted July 30, 2010 the M3 MAAWS has not bullet rop [ballistics] acting on the rocket No matter wad distance, the rocket will hit the 3rd Bar from the top Share this post Link to post Share on other sites
galzohar 31 Posted July 30, 2010 ACE is the answer to everything that was done/fixed by ACE, though ;) Share this post Link to post Share on other sites
Cougs 10 Posted August 17, 2010 It would be great to get a single OA script (dream on) or a mod that addressed just ballistics and optic sights. That would rock. :) Share this post Link to post Share on other sites
l mandrake 9 Posted August 17, 2010 (edited) I really miss the ACE2 SMAW, for me that had perfect accuracy, gravity, dispersion, weapon sway, sound, the works. Edited August 17, 2010 by Mandrake5 Share this post Link to post Share on other sites
akd42 10 Posted August 17, 2010 (edited) Bulldog72 said: What do the numbers (2-5) in the optical sight mean? They are totally meaningless as MAAWS projectile flies like a laser. Edited August 18, 2010 by akd42 Share this post Link to post Share on other sites
hailstorm 4 Posted August 18, 2010 mr.g-c said: Its simple, there is nothing to explain because BIS has no Rocket/RPG Trajectory modeled/simulated in their simulation-engine so the sights will remain off forever.Use ACE2 to solve that and dozens of other strange limitations in Arma2. Actually, in OFPR the LAW had a noticable parabolic arc, and IIRC in ArmA1 the rpg and at4 had similar gravity-effected characteristics, so the physics are there and available in the engine, but it just doesn't seem to be applied to the modern rockets (or with enough of a noticable effect at least) Share this post Link to post Share on other sites
Evil_Echo 11 Posted August 18, 2010 A minor nit - the M3 MAAWS is a recoilless rifle. The ammo is an artillery shell, not a rocket. Share this post Link to post Share on other sites
slatts 1978 Posted August 18, 2010 Evil_Echo said: A minor nit - the M3 MAAWS is a recoilless rifle. The ammo is an artillery shell, not a rocket. its a 551 shell just looks like an artillery shell ;) Share this post Link to post Share on other sites
galzohar 31 Posted August 18, 2010 According to wiki it depends what ammo you're firing: http://en.wikipedia.org/wiki/Carl_Gustav_recoilless_rifle Share this post Link to post Share on other sites
Evil_Echo 11 Posted August 18, 2010 True - there are the FFV551/FFV651 rounds which have rocket-assist. Good point. FPDR The simulation used would have to depend on ammo loaded. RAP rounds naturally would use the rocket sim, other stuff the artillery shell sim. Anyway - you folks are correct - the config for the ammo needs more work so that the trajectory is more realistic. Share this post Link to post Share on other sites