ViperDriver 33 Posted October 11, 2016 Does anybody else not see the HK417's anymore except for three versions? Share this post Link to post Share on other sites
ThrashInc 31 Posted October 11, 2016 Does anybody else not see the HK417's anymore except for three versions? I imagine this is because the HK41x series was retextured, and the tan/woodland/OD/etc didn't make the pass. Share this post Link to post Share on other sites
jarrad96 1940 Posted October 11, 2016 On the supressors, one of the newer Arma 3 updates made length and weight of supressor affect a weapon's handling- Do any of your supressors have these effects applied, or are they all equal? Share this post Link to post Share on other sites
gatordev 219 Posted October 11, 2016 I think this is a problem with what's out there on the internet versus how an actual optic is used... @sgt bagelz Initially i done this because figured that Bi done same with their Medium range optics mode.. and was under the impression it was because of the average effective range of most weapons. But because the Elcan reticle is different and ranges differently i can see how it would perhaps be better to set the default zero to 100m rather than 300m then allow people to adjust from there. We will do an update next week fix some small bugs if the consensus is more for this change im happy to fix it up (its not hard to fix at all). From a realism standpoint: The Elcan is zeroed at 100m, which gives you POA matching POI for the center dot at 100m in the reticule. This also gives the BDC (the tick marks going from 200-600+) validity (given a specific round and barrel length). Once you zero an Elcan at 100m, you don't touch anything and just use the hold overs in the BDC (just like an ACOG). Additionally, zeroing to 100 gives you a very basic 100m/300m zero, so if you hold dead center on a man-sized target, you'll hit from 0-300m-ish without any adjustment (also called Point Blank Zero). Bottom line, changing the zero in-game to 100m would better match reality and make everything sync, assuming the BDC is set correctly. And I'm ALL for that. I wouldn't make it adjustable, but I would zero the T2 at 100 as well, 200 is just kind of odd. 50 or 100 are really the ideal zeros for that optics limited capabilities. I've spent a lot of time behind a 2moa T1, and 100 keeps your POI shift very low out to 200, then you have to start holding over. If you're engaging past 300, then you need an optic with more horse power anyway. A 50m zero is also equivalent to a 200y zero (and vice versa...with some rough numbers). In Arma, it's been common for addon makers to set zeros of RDS to 200m to emulate that off-set. You like the 100/300 zero, which is a solid choice (see above), but not everyone does that. Personally I keep mine set with 50/200 due to how I use it and range limitations. All that said, if I had to zero an RDS optic for combat, I'd probably go with either a 50/200 zero (because I know the holds) or a 25/300, since 300 gives you that PBZ I mentioned above. Given the limitations of Arma's default ballistics, a 200 or 300 zero probably makes the most sense for RDS, especially since a lot of military optics/rifles are zeroed at 25m due to range limits, which gives the 300m zero (plus or minus). Share this post Link to post Share on other sites
johnny-o-rama 34 Posted October 11, 2016 - I found a bug. the 57-N-231S ammo for the SKS doesn't work. I'm able to load the magazine into the gun but then it doesn't fire - some of the 7.62 magazines do not fully appear in the arsenal. It's strange I can add them to the vest by pressing + in the virtual arseanal but there is no description or picture whatsoever - would you guys mind making the silencers available for joint rails? (CBA) - and I think the red dots of the CMORE optics are just a little to big. they kinda cover up targets past 100-200m - I think the ACR really got downgraded with the steelmags instead of the magpul magazines :( + I'm absolutely in love with the new HKs and the ACR with EGLM on it. great work! + the elcan will be my new favorite optic from now on. you absolutely didn't exaggerate blaze :) + the weapons sounds used to be really rough sounding which I liked. now they just sound real badass. I love it! + thanks for adding some OD weapons for jungle warfare all in all I'm a blown away by this mod. you guys deserve a medal for this !!! stoked for the 3.0 update 2 Share this post Link to post Share on other sites
Spartan0536 189 Posted October 12, 2016 Given the limitations of Arma's default ballistics, a 200 or 300 zero probably makes the most sense for RDS, especially since a lot of military optics/rifles are zeroed at 25m due to range limits, which gives the 300m zero (plus or minus). Unless you are using the optional default ammunition PBO, NONE of SMA's ballistics are default, they are all meticulously calculated by me to match real life performance within a maximum of a 5% threshold of deviation, to which I am proud to say that my worst in this latest update was around 2.8% within the "curve". The "curve" I am referring to is based on maximum point effective ranges based on that caliber, for example the curve for 5.56x45 is 600m with the worst deviation being at 300m, that worst deviation is where I measure the percentage difference from the real ballistics calculator. Once a round goes trans-sonic in ArmA III weird things happen that I have no control over, all of my rounds have the end of the curve based at the round being at Mach 1.1 - Mach 1.2 unless they are subsonic then it depends upon application. 1 Share this post Link to post Share on other sites
blazenchamber 261 Posted October 12, 2016 - I found a bug. the 57-N-231S ammo for the SKS doesn't work. I'm able to load the magazine into the gun but then it doesn't fire - some of the 7.62 magazines do not fully appear in the arsenal. It's strange I can add them to the vest by pressing + in the virtual arseanal but there is no description or picture whatsoever - would you guys mind making the silencers available for joint rails? (CBA) - and I think the red dots of the CMORE optics are just a little to big. they kinda cover up targets past 100-200m - I think the ACR really got downgraded with the steelmags instead of the magpul magazines :( + I'm absolutely in love with the new HKs and the ACR with EGLM on it. great work! + the elcan will be my new favorite optic from now on. you absolutely didn't exaggerate blaze :) + the weapons sounds used to be really rough sounding which I liked. now they just sound real badass. I love it! + thanks for adding some OD weapons for jungle warfare all in all I'm a blown away by this mod. you guys deserve a medal for this !!! stoked for the 3.0 update Thanks we are aware of this bug we will be fixing these ammo bugs for next week some time. Share this post Link to post Share on other sites
johnny-o-rama 34 Posted October 12, 2016 also the tanned HK416s with VFG don't take Grippods Share this post Link to post Share on other sites
kwinno 34 Posted October 12, 2016 also the tanned HK416s with VFG don't take Grippods that's because VFG is "Vertical ForeGrip" so if you allow grippods you'd have 2 2 Share this post Link to post Share on other sites
johnny-o-rama 34 Posted October 12, 2016 you're right with the VFG as "vertical foregrip" but I think you confused it with AFG "angled foregrip" which would be diagonal Share this post Link to post Share on other sites
rimap-p90 15 Posted October 12, 2016 The V2.7 brings so many good stuff (T2, elcan, new hk416 etc)... My rating 10 out of 10!@blazenchamberAny plans for the HK416a5/cqb??? Please, say yes! 1 Share this post Link to post Share on other sites
gatordev 219 Posted October 12, 2016 Unless you are using the optional default ammunition PBO, NONE of SMA's ballistics are default, they are all meticulously calculated by me to match real life performance within a maximum of a 5% threshold of deviation, to which I am proud to say that my worst in this latest update was around 2.8% within the "curve". The "curve" I am referring to is based on maximum point effective ranges based on that caliber, for example the curve for 5.56x45 is 600m with the worst deviation being at 300m, that worst deviation is where I measure the percentage difference from the real ballistics calculator. Once a round goes trans-sonic in ArmA III weird things happen that I have no control over, all of my rounds have the end of the curve based at the round being at Mach 1.1 - Mach 1.2 unless they are subsonic then it depends upon application. Hopefully you didn't take my comments as anything related to putting down your work. I know you put a lot of time and effort into your ballistics for A3, and it's much appreciated! I just wanted to point out that the real Elcan is zeroed for 100m. Where people get confused is that sometimes, due to range limitations, it's done on a 25m range and the 300m stadia is used as the aim point. Therefore, people mistakenly think it's a "300m zero." Just wanted to clarify the reasons behind why those numbers get thrown around. Spartan, I have no doubt you already were aware of this, just putting it out there. Share this post Link to post Share on other sites
war_lord 934 Posted October 12, 2016 Please stop being pedantic, everyone knows that "zero" in Arma 3 does not strictly mean the same thing in actual ballistics. I'm say keep it at a consistent 100m, because otherwise the BDC is going to be off by a notable margin, which is kind of an issue with a 4x ACOG style sight. 1 Share this post Link to post Share on other sites
jarrad96 1940 Posted October 13, 2016 If I can chip in, I do not play with HUD enabled, and would not really care that much what zero is displayed up in the corner- what it more important by far is a working BDC. 1 Share this post Link to post Share on other sites
gatordev 219 Posted October 15, 2016 Please stop being pedantic, everyone knows that "zero" in Arma 3 does not strictly mean the same thing in actual ballistics. I'm say keep it at a consistent 100m, because otherwise the BDC is going to be off by a notable margin, which is kind of an issue with a 4x ACOG style sight. I'm not sure it's pedantic if it helps with the stated request of "what zero do you want it to be" by the maker. Obviously there was confusion between "why" things get zeroed at 300m and at 100m. Meh, like you, I just want a working BDC. For me, these Elcans are the perfect, Goldilocks-like solution between IanSky's (which were great, but the BDC was off) and RHS's (great, but the red dot is too big/bright) iterations. So that makes me happy. 2 Share this post Link to post Share on other sites
ineptaphid 6413 Posted October 15, 2016 Meh, like you, I just want a working BDC. For me, these Elcans are the perfect, Goldilocks-like solution between IanSky's (which were great, but the BDC was off) and RHS's (great, but the red dot is too big/bright) iterations. So that makes me happy. Exactly-these Elcans are perfect :) Share this post Link to post Share on other sites
jarrad96 1940 Posted October 15, 2016 Played with the Elcan yesterday- it seems fine as-is right now, just manually adjust zero down to 100M and then it matches the BDC- I didn't have issues hitting squad sized/area targets out to 640M with a SCAR-L (Mk262) Share this post Link to post Share on other sites
Eagle1992 373 Posted October 15, 2016 I just tested the SKS in the Mod, and i absolutely love the reload animation, it is the best for Arma in general, i just love that the character checks the Chamber before reloading, absolutely great. We need more like this. 1 Share this post Link to post Share on other sites
blazenchamber 261 Posted October 16, 2016 Ok shooters so we have an update to fix some small bugs we had on release. This update has adjusted the Elcan zeroing default to 100m. Also for some people who Prefer their 4x Elcan optics to work more in line with BI's 4x we now have an Optional Pbo for the Specter to allow the choice to either run both versions of the Elcan or just the one you prefer. The choice is yours but there are trade offs to having the 3d 4x zoom on the Elcan so try it and make your own mind up on which you prefer. We don't really need a massive debate here on the forum about it this is why i gave people the options. Addition to that we found and had reported to us some errors on the SKS ammo that's been fixed also the optional vanilla ammo pbo is now fixed and back in the optional folder as intended. We also forgot to add our Recoils pbo so that has been fixed. There was a consensus of some of our optics having a bit too much glare in certain light that's been addressed. And our weapon dispersion values where off by quite a bit so the guns became inaccurate This has been fixed. Along with some other small things hopefully this cleans everything up so we can get move on with V3 of the Add on. Update will be within next few days Thanks 14 Share this post Link to post Share on other sites
payne2010 53 Posted October 16, 2016 Great work on this mod SMA Team, best weapons and scopes in the game. I do have a question though, do yall plan on implementing pistols or shotguns? idk if this question has been ask before, sorry if it has ill look through the pages first next time before I ask ^_^ :) Share this post Link to post Share on other sites
Andres97 17 Posted October 16, 2016 Hey kwinno Thanks . We also have done a compat pbo for ace. Im not real keen on the advaced ballistics for sma as we found it to be extreamly performance heavy in coop. Send me a pm with the files ill have a look. If Ace do reply and do set up an sma cmpat obviously let me know. Where may one find said ACE compat file? Snipers in our community love SMA weapons but they tend to be a bit unreliable at long distances. Cheers. Share this post Link to post Share on other sites
slider75 53 Posted October 16, 2016 There was a consensus of some of our optics having a bit too much glare in certain light that's been addressed. This is good news... The more I played with the T2, the more it was becoming an issue. Along with the glare, is there anyway to tone down the semi-static reflection texture on the ocular lens and pseudo eye-relief shadowing in the tube of the T2? Those two things also cause quite a bit of vision issues, especially when used with night vision. The T2 has a coating on the ocular lens to help prevent reflection/glare, and the optic itself is unlimited eye-relief, there shouldn't be any shadowing visible in the tube. If those couple little things are fixed, that optic will be perfect. Because the model is the sexiest I've seen. Share this post Link to post Share on other sites
lecks 26 Posted October 18, 2016 @Andres97: I think @kwinno was working on an ace compat pbo ( https://github.com/acemod/ACE3/pull/4390 ).Not sure if it's going to add the advanced ballistics stuff though. Note that there's a bug in 2.7 that's making all weapons quite inaccurate (4 MOA).. your snipers should have a lot less trouble with 2.7.1 which is due to be released shortly. @slider Not sure if the shading around the edges can be removed unless it changes to a 2D scope or something (which isn't gonna happen). There's under 1/10th of the glare and reflections in 2.7.1 so it should be a lot better. Can't really remove it altogether or it no longer looks like glass. 1 Share this post Link to post Share on other sites
slider75 53 Posted October 18, 2016 @slider Not sure if the shading around the edges can be removed unless it changes to a 2D scope or something (which isn't gonna happen). There's under 1/10th of the glare and reflections in 2.7.1 so it should be a lot better. Can't really remove it altogether or it no longer looks like glass. That's great to hear about the glare and reflections, that should clear things up (literally lol) quite a bit. I definitely wouldn't want it to be a 2D optic either, that just wouldn't look right with no magnification. The eye-relief shadowing inside the tube seems like it could be some sort of gradient / alpha texture on the glass itself, rather than it be a side effect of the 3D model, but I could be totally wrong. It tends to give the ocular lens a bit of a bubble shape, as if it's kinda rounded near the edges of the glass like the objective lens. If it could even be replaced with a slight red hue, it would be more realistic, since the LED does cause that to happen some what around the edge of the glass, which you can see in the picture of mine from my previous post. At any rate, I'm not trying to nag or anything like that. I know you guys put painstaking detail into these things to make them realistic, so just want to provide what feedback I can to help in that department. Appreciate your guys work and all the updates, doing a killer job! If you guys ever need help with texture / model research, let me know, I got a little bit of everything here next to me. Magpul, LaRue, Blue Force Gear, BCM, SureFire, Aimpoint, Trijicon, Vortex, Geissele, Battle Arms, ADM, SLR Rifleworks, Rainier, KNS, Strike Force, etc. etc. 2 Share this post Link to post Share on other sites
blazenchamber 261 Posted October 18, 2016 SMA Updated to 2.7.1 Grab it from downloads here http://smaproject.com/ Hey all We have updated the latest SMA with some small fixes. For the full change log go to http://smaproject.com/support/ This update has adjusted the Elcan zeroing default to 100m. Also for some people who Prefer their 4x Elcan optics to work more in line with BI's 4x we now have an Optional Pbo for the Specter to allow the choice to either run both versions of the Elcan or just the one you prefer. The choice is yours but there are trade offs to having the 3d 4x zoom on the Elcan so try it and make your own mind up on which you prefer. We don't really need a massive debate here on the forum about it this is why i gave people the options. Also optics have much less glare. We also fixed the weapon accuracy. Thanks and enjoy 6 Share this post Link to post Share on other sites