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Malice42

Kobra Scope (and scope in general)

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Hey there, I have been trying the AKS-74 Kobra out with some target practice, and I am having difficulty judging if the center of fire is located on the green dot scope, or between it and the green chevron below it. Does anyone know the zeroing information for the Kobra, for the Green Dot and the Chevron?

Even better, does anyone have like a scope guide for Arma 2?

Thank you very much,

Malice

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I don't accurately remember the ingame stuff right now, but I believe the dot is supposed to be the highest point the bullet reaches (100 meters?), and the top of the chevron is the impact point at 300 meters.

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Thank you very much, I had no idea that there was actually bullet rise after it left the barrel.

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@Malice24: welcome to the forums and the Arma2 community.

Did you know that bullets don't travel in a straight line?

That is because this game(contrary to CoD & BF series) simulates real-life as much as possible (that's why its a milsim, or military simulator).

In real life bullets, just like every mass in the universe is influenced by gravity.

Therefore bullets travel in trajectories.

Trajectories follow and arc shape.

So to shoot a point 100m away, the sight on a weapon is calibrated to 100m.

Logically this means that if the bullet encounters anything before reaching 100m, it will be at a higher point.

I hope you understand this brief and very basic guide.

If not, ready up on basic ballistics.

It's helpful to understand this if you are to be able to hit anything in Arma2.

IIRC Dselexyi's guide to Arma2 has a few paragraphs about this with some helpful diagrams.

I hope that helps you.

BTW: MaxPOwer just posted a simple diagram that illustrates this

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Am I figuring this right then that the optical sighting does not form a line directly parallel to the gun barrel, essentially creating a situation by which the bullet will at some point over the course of its trajectory travel above, and then eventually below (after the point of zeroing) the target indicator?

---------- Post added at 12:54 ---------- Previous post was at 12:47 ----------

Also, are all the M4 series that use the red dot optical sighting set to 300 zeroing? (Is it the same for all weapons that use such optical sighting, such as the M14 AIM?)

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take a little step back from the real world stuff here and into the computing stuff :) wherever the "eye" point is in the model of the weapon, is where the "centre" is, where the bullet comes from. so the eye point is lined up with the scope reticule. then the simulation of bullet drop takes place, so after X metres the bullet will drop so many CM or inches.

most red dots are zeroed at 200-300 metres from i can tell after playing the game. at 300m i aim up a little to hit the target.

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take a little step back from the real world stuff here and into the computing stuff :) wherever the "eye" point is in the model of the weapon, is where the "centre" is, where the bullet comes from. so the eye point is lined up with the scope reticule. then the simulation of bullet drop takes place, so after X metres the bullet will drop so many CM or inches.

most red dots are zeroed at 200-300 metres from i can tell after playing the game. at 300m i aim up a little to hit the target.

I was told that this was specifically not the case in Arma 2, with the "eye" point you refer to.

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Weapons in ArmA 2 have a few different defined axes and points for shooting. One of them is where the eye is (for when you are aiming down the weapon sights), and another is where the barrel is. The barrel is a two point axis with a beginning and an end. When you fire, bullets travel from the end outward, in a direction extrapolated from the line made by the end and beginning points of the barrel. The eye point is just a point and looks on a ray that parallels the x axis of the model's object space (unless it's a grenade launcher eye axis). Depending on the weapon zero, the game will increase or decrease the angle of the bullet's flight path slightly, so that it intersects the ray of the eye point at some distance.

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Weapons in ArmA 2 have a few different defined axes and points for shooting. One of them is where the eye is (for when you are aiming down the weapon sights), and another is where the barrel is. The barrel is a two point axis with a beginning and an end. When you fire, bullets travel from the end outward, in a direction extrapolated from the line made by the end and beginning points of the barrel. The eye point is just a point and looks on a ray that parallels the x axis of the model's object space (unless it's a grenade launcher eye axis). Depending on the weapon zero, the game will increase or decrease the angle of the bullet's flight path slightly, so that it intersects the ray of the eye point at some distance.

Thanks man.

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