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Alwarren

FHQ Accessories pack

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I'll think about the magnifier for the MARS.

Great, I would use more the TRG21 then ;) (on IDF themed missions at least =)

BTW, with MRT functionality, is it possible to make the MARS IR laser work (or maybe add a dummy invisible IR laser device, whenever the MARS is used... thou it wouldn´t permit a second attachment on the barrel rail thou =/

Or maybe a daummy version of MARS with the ir laser always on, so whenever you hit ctrl+L it would exchange the normal MARS with this dummy, thus not blocking the barrel rail, or IR laser beams are slaved to an existing barrel rail attachment???

Cheers!

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I don't think that CTRL-L will have any effect on the sight, only on the side rail. So if it all it would be CTRL-/, but I don't know how this would behave if you have a side attachment on the gun already, and frankly, I don't even know if an optic can actually have a flashlight or laser.

For CUP I made the SureFire handgrip workable, but that means it overrides any side rail attachment, plus it is on the weapon itself. I think this is asking for trouble.

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frankly, I don't even know if an optic can actually have a flashlight or laser.

The MARS does, but anyway, Arma3 engine limitations don´t give much room for experimentations - besides the scripted attach NV/IR night sight in front of another optic from BWmod... well, adding a 3Xmagnifier will improve MARS a lot =)

Keep up the great work, Alwarren! ;D

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Yeah I know that the real MARS has a laser, there are some Barska sights that have them too, I meant the Arma optics :-)

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Well, combos like that will only work on certain weapons, so their use would be very limited.

Do this means "I will think about it" or just "nay" ?

Ok they would be limited to the weapons having the needed rails, I suppose, but anyway it would be great anyway !! MRT changed the way to use the attachments, so it would be nice to have combos showing both laser and flashlight. This would mean mixing some attachments from your mod, which is the thing I was asking for and I would like to have^^

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Do this means "I will think about it" or just "nay" ?

Ok they would be limited to the weapons having the needed rails, I suppose, but anyway it would be great anyway !! MRT changed the way to use the attachments, so it would be nice to have combos showing both laser and flashlight. This would mean mixing some attachments from your mod, which is the thing I was asking for and I would like to have^^

It's not only the needed rails, it's also the needed distance between the attachment points. Since this would be one compact mass, it might work on an M4 that has a more or less square rail arrangement. Things like the M14 which are more rectangular in shape would probably have the upper part clip through the rail/barrel.

Right now, I'm not planning such a thing. I am still hoping that the Marksman DLC will bring something revolutionary in the attachment system (only a fool's hope probably :D), so we'll see what comes out of that.

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Same here. Since the update i cannot switch between scopes anymore.

I did install MRT Accessory Functions.

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Same here. Since the update i cannot switch between scopes anymore.

I did install MRT Accessory Functions.

Same question that went unanswered before: Are you using the right key? You do not use the same key as you usually use to toggle between backup sight and normal sight, you need to use the one you configured for MRT (Default is CTRL-Keypad /).

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Same question that went unanswered before: Are you using the right key? You do not use the same key as you usually use to toggle between backup sight and normal sight, you need to use the one you configured for MRT (Default is CTRL-Keypad /).

Thanks for your reply and sorry for the cold and poor feedback i've posted yesterday.

First, thanks for creating and maintaining this awesome addon!

Now the answer :) yes it works if i configure MRT through (for others) Settings > Configure > Configure Addon.

However, mouse buttons can't be binded in there.

I usually use Left Control, Right mouse button to switch scopes but i can't use this with MRT.

Inconvenient for me, but if it's just me and nothing to do about it, i'll deal with it :D

Thank you again!

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Thanks for your reply and sorry for the cold and poor feedback i've posted yesterday.

No worries :)

I usually use Left Control, Right mouse button to switch scopes but i can't use this with MRT.

Inconvenient for me, but if it's just me and nothing to do about it, i'll deal with it :D

Yeah, I have the same issue, I also used LCTRL-RMB for it, so I have to get used to something else :)

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After test in missions these days,I noticed the red dot of microCCO with the 3X magnifier is too too much small in sight, especially when aim a target in a long distance,hardly to see the red dot in that distance.But the size of the red dot in the CompM4 with 3X magnifier is fine,can be seen in every distance.Maybe you just need to increase the size of the microCCO red dot a little and would be better.

And no other issue so far,really like your optics,cheers.

PS.sorry for my poor English.:)

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After test in missions these days,I noticed the red dot of microCCO with the 3X magnifier is too too much small in sight, especially when aim a target in a long distance,hardly to see the red dot in that distance.But the size of the red dot in the CompM4 with 3X magnifier is fine,can be seen in every distance.Maybe you just need to increase the size of the microCCO red dot a little and would be better.

I'll see what I can do.

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If you make red dots too big they become unusable with NVG. Unless you plan to include switchable dots with MRT ;)

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Realistically speaking the dot on a T1 should be either 2 MOA (~0.58 mil) or 4 MOA (~1.16 mils). That is pretty small since it is equivalent to looking at a 5.8cm or 11.6cm circle drawn on a target at a distance of 100m. So the current small dot might not be completely without merit.

For the sake of gameplay though it's probably worth upping the size a little bit over the real reticle diameter

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If you make red dots too big they become unusable with NVG. Unless you plan to include switchable dots with MRT ;)

No, I didn't plan on switchable dots, that would blow up the number of models too much for my liking :D

I think the NVG usability also depends on the rvmat used. I found that kolimator.rvmat works good with NVG's but makes the dot less visible at night, while colimdot.rvmat makes it very bright. Guess I need to experiment a bit to find a good middle ground :)

---------- Post added at 21:20 ---------- Previous post was at 21:17 ----------

Realistically speaking the dot on a T1 should be either 2 MOA (~0.58 mil) or 4 MOA (~1.16 mils). That is pretty small since it is equivalent to looking at a 5.8cm or 11.6cm circle drawn on a target at a distance of 100m. So the current small dot might not be completely without merit.

For the sake of gameplay though it's probably worth upping the size a little bit over the real reticle diameter

Yeah the current size was mostly because it was too big when zoomed, so I toned it down. But since it is two different models, I can make them different size depending on whether the magnifier is up or not.

I wish BIS would implement some proposal for brightness control, although my idea with an anim source will obviously not work on an attachment. But a config array of reticle textures/rvmats would already help.

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Is there anyway to have a 3x magnifier on the MARS sights?

Not until I add that combo to the pack.

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No, I didn't plan on switchable dots, that would blow up the number of models too much for my liking :D

I think the NVG usability also depends on the rvmat used. I found that kolimator.rvmat works good with NVG's but makes the dot less visible at night, while colimdot.rvmat makes it very bright. Guess I need to experiment a bit to find a good middle ground :)

---------- Post added at 21:20 ---------- Previous post was at 21:17 ----------

Yeah the current size was mostly because it was too big when zoomed, so I toned it down. But since it is two different models, I can make them different size depending on whether the magnifier is up or not.

I wish BIS would implement some proposal for brightness control, although my idea with an anim source will obviously not work on an attachment. But a config array of reticle textures/rvmats would already help.

when using microCCO combo with NVGs,I always use them with leaser pointer and that makes the dot visable when turn the leaser on.But what really bother me is using it in daylight,After some more test in missions,the red dot can be seen when you let the sun in front of you.If you let the sun behind you,it's hardly to see the dot.And i tested in some winter map,it's really hardly to see the dot when you point them to snow.And same problem when using in bushes and forest.

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Is it possible to remove the "Magnifier Up" and "Magnifier Down" messages from MRT? Pretty aggravating.

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Is it possible to remove the "Magnifier Up" and "Magnifier Down" messages from MRT? Pretty aggravating.

Wrong thread, the message is not generated by the FHQ Accessories pack, but from the MRT mod.

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Wrong thread, the message is not generated by the FHQ Accessories pack, but from the MRT mod.

Text hints are kind of there at the addonmaker's discretion. One can choose not to have a hint pop up by leaving MRT_switchItemHintText parameter empty:

		MRT_switchItemHintText = "";

The hints aren't always necessary to have when there's a clear visual sign of what state the attachment is in (such as a magnifier flipping in or out). It's mostly for when the change is less apparent; like changing modes on LLMs or switching between 3D reticles without looking through the sights.

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Copy that. I'll remove the text hints for optics in the next patch, and only leave the side rail attachments in :)

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