gatordev 219 Posted February 15, 2016 I believe it's this: RH_m3lr. I'm not able to test it in Arma right now, so it might also be this: RH_leu_mk4 I can't remember which was which, since technically, at the end of the day, both are pretty close to the real life MK4. Share this post Link to post Share on other sites
superogira 12 Posted February 16, 2016 I believe it's this: RH_m3lr. I'm not able to test it in Arma right now, so it might also be this: RH_leu_mk4 I can't remember which was which, since technically, at the end of the day, both are pretty close to the real life MK4. Ok It work. Thank you. Share this post Link to post Share on other sites
dnl04 76 Posted February 16, 2016 Shame on you RobertHammer, I can't even use 2D scopes anymore... Your majestic 3D (PIP) scopes are constantly attached to every rifle I carry, that stuff is insanely nice sir. That being said, good luck with your projects Mr. Rob., your stuff is really good. I just hope that you'll consider creating other 3D (PIP) versions of your scopes, because that's one of the few things I was looking forward to when i first heard about ArmA 3. Thank you for your efforts man. Share this post Link to post Share on other sites
Jackal326 1181 Posted February 16, 2016 Shame on you RobertHammer, Nice introduction, way to get the author on your side... I can't even use 2D scopes anymore... Your majestic 3D (PIP) scopes are constantly attached to every rifle I carry, that stuff is insanely nice sir. I suppose it is, if you like your screen looking like your GFX card has recently suffered a stroke. Please note, this is NOT a 'pop' at RobertHammer or his work, simply the PIP implementation in scopes - we simply need a better method of simulating this. Share this post Link to post Share on other sites
dnl04 76 Posted February 16, 2016 Nice introduction, way to get the author on your side...Maybe It was a bit rude, but I wasn't (obviously) trying to disrespect RobertHammer in any manner, I'll fix that little joke if it turns out to be excessively hard to absorb or too gruesome (according to the holy Forum rules).It wasn't a serious offense Mr. Jackal. :-) And about the PIP stuff: I'm not completely sure that you're talking about frame rate issues, because I didn't face any relevant problem. Or maybe I don't even notice that... the only time the PIP option gives me problems is when I drive a vehicle, for some unknown reason. ------- EDIT: -------- I realized that the scope I was referring to is actually from the RHS USAF mod, and thus not included in this pack...forgive me for my dumbness. Share this post Link to post Share on other sites
Jackal326 1181 Posted February 16, 2016 I'm not completely sure that you're talking about frame rate issues, because I didn't face any relevant problem. Or maybe I don't even notice that... the only time the PIP option gives me problems is when I drive a vehicle, for some unknown reason. It wasn't the FPS issues that are often attributed to PiP that I was referring to, it was simply the crappy pixellated image it produces even on the highest setting. That said however, we're veering off topic. 1 Share this post Link to post Share on other sites
jonpas 294 Posted April 21, 2016 With Arma 3 1.58 update, the following error shows on using your RH_Eothhs1_tan: Cannot load texture a3\weapons_f\acc\data\collimdot_eot_ca.paa. Apparently BI changed the path or something. 2 Share this post Link to post Share on other sites
roberthammer 582 Posted April 22, 2016 With Arma 3 1.58 update, the following error shows on using your RH_Eothhs1_tan: Cannot load texture a3\weapons_f\acc\data\collimdot_eot_ca.paa. Apparently BI changed the path or something. For gods sake BIS .... I know there are some issues in dev version too , but who knows what they did :crazy: 1 Share this post Link to post Share on other sites
jonpas 294 Posted April 22, 2016 It's always fun times after updates, eh! :D Share this post Link to post Share on other sites
road runner 4344 Posted April 22, 2016 With Arma 3 1.58 update, the following error shows on using your RH_Eothhs1_tan: Cannot load texture a3\weapons_f\acc\data\collimdot_eot_ca.paa. Apparently BI changed the path or something. they changed how the rvmat works https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-962#entry3012253 Share this post Link to post Share on other sites
roberthammer 582 Posted April 22, 2016 they changed how the rvmat works https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-962#entry3012253 unrelated to my issue tho 1 Share this post Link to post Share on other sites
Lecter 66 Posted June 5, 2016 For gods sake BIS .... I know there are some issues in dev version too , but who knows what they did :crazy: Hello mate. Just stopping by to confirm this issue is present in 1.60 version. Quite a few optics dont show crosshair (Eotech EXPS3, same one +Magnification, Tan version, M150RCO (3D), M145 MGO (3D) - these last two dont show reticle at all on right click - it's all black. I believe also zeroing on 2nd leupold, Mk4 (the one with big reticle with many dots for bullet drop and wind compensation) is off by 100m. For example, when the scope is zeroed on 100m, and when you aim using bottom dots on mark 5 for 500 m target, it will overshoot. Point of impact is on mark 4. That's all what I was able to find mate. Cheers 1 Share this post Link to post Share on other sites
roberthammer 582 Posted June 6, 2016 Hello mate. Just stopping by to confirm this issue is present in 1.60 version. Quite a few optics dont show crosshair (Eotech EXPS3, same one +Magnification, Tan version, M150RCO (3D), M145 MGO (3D) - these last two dont show reticle at all on right click - it's all black. I believe also zeroing on 2nd leupold, Mk4 (the one with big reticle with many dots for bullet drop and wind compensation) is off by 100m. For example, when the scope is zeroed on 100m, and when you aim using bottom dots on mark 5 for 500 m target, it will overshoot. Point of impact is on mark 4. That's all what I was able to find mate. Cheers Interesting , i have no issues on my side with dev version 1.61 also where you got these M150RCO (3D), M145 MGO (3D) ? - M145 in Acc pack doesn't have a 3D view and Acog RCO works fine too Share this post Link to post Share on other sites
Ltf 381 Posted June 6, 2016 Interesting , i have no issues on my side with dev version 1.61 also where you got these M150RCO (3D), M145 MGO (3D) ? - M145 in Acc pack doesn't have a 3D view and Acog RCO works fine too Everything works fine for me Share this post Link to post Share on other sites
Lecter 66 Posted June 6, 2016 Interesting , i have no issues on my side with dev version 1.61 also where you got these M150RCO (3D), M145 MGO (3D) ? - M145 in Acc pack doesn't have a 3D view and Acog RCO works fine too Well I downloaded it from this page, mediafire link. Although I do have RHS USA and Russia mods installed too. Could they be the source of conflicting issue? I'll write all which are problematic and I'll try to make some screenshots mate. Those are some which I remember. Share this post Link to post Share on other sites
Lecter 66 Posted June 6, 2016 Interesting , i have no issues on my side with dev version 1.61 also where you got these M150RCO (3D), M145 MGO (3D) ? - M145 in Acc pack doesn't have a 3D view and Acog RCO works fine too I'm sorry, my mistake - those are maybe part of RHS mod which I have installed. However issue with loading textures for these scopes which are part of RH Acc mod: Eotech EXPS3 Eotech EXPS3 + G33 Magnifier Eotech EXPS3 + G33 Tan Eotech EXPS3 Tan are present nevertheless. I get this message when I use them: I only loaded RH Acc mod with Arma 3 now (and CBA) and it definitely has these issues. Here are some screenshots: As you can see from the screenshot when I use magnifier, the crosshair is there, however when not in magnifier mode there is only that grey square. 2 Share this post Link to post Share on other sites
roberthammer 582 Posted June 6, 2016 Well if its true for the Eotech only then sadly you have to wait for the 1.62 update (it shouldn't be too long imho , you know Apex) it must been some error from BIS developer because before in 1.58 it was ok but then it was present in RC then later kept in final 1.60 :wacko: in 1.61 dev version it seems to be fine as it was in 1.58 , so i have no idea what went wrong 1 Share this post Link to post Share on other sites
Capt Childs 178 Posted June 6, 2016 We're getting the same error as Lecter on the EoTechs. Share this post Link to post Share on other sites
shomu1 193 Posted June 6, 2016 I'm also getting Lecter's error on the EoTechs. Share this post Link to post Share on other sites
Jackal326 1181 Posted June 6, 2016 We're getting the same error as Lecter on the EoTechs. I'm also getting Lecter's error on the EoTechs. EVERYONE will get the error as its an issue with the core game (presumably the file became deprecated and was removed by BI, but as RH reports it must be back in the current dev builds and will hopefully make it to the next stable patch). Share this post Link to post Share on other sites
fingolfin 1972 Posted July 12, 2016 The problem regarding the wrong texture path for the Eotech EXPS3 is still present after the APEX update: Share this post Link to post Share on other sites
road runner 4344 Posted July 12, 2016 Which Eotechs/EXPS3's are you using?The SMA ones, with the G33 magnifiers don't have this issue, and neither do the ones in FHQ, the one in Robs pack was made by Michael Holz, the other eotech by Christian works fine, it's the way in which the rvmats have been written Share this post Link to post Share on other sites
fingolfin 1972 Posted July 12, 2016 These four variants are affected by the wrong texture path: 1 Share this post Link to post Share on other sites
road runner 4344 Posted July 12, 2016 should be an easy fix, just use the same Kolimator from the ones from Christian (The 553's just above) Share this post Link to post Share on other sites
Freghar 73 Posted July 19, 2016 This mod causes an error dialog to appear on game start (harmless, but annoying): No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'. This is caused by: class CfgWeapons { ... class ItemInfo; ... ItemInfo is not inherited by any other classes in the config, so it's safe to remove the declaration, fixing the error. Share this post Link to post Share on other sites