Laid3acK 79 Posted May 3, 2019 Hi @toadie2k, i just tried your @NIArms Core and and the ATACR 1-8x24 rifle scope, i'm a little bit surprised with the calibration of this FFP Mil reticle in-game. If we check the NF documentation and the FC-DM subtensions, we can see, for example, C = 10 Mil. But we have approximately 16.6 Mil actually in-game if i'm not mistaken, the graduation is too bigger than necessary. Same for the Field of View, the theoretical FOV at 8x and 100 meters for this scope is 4.4 m (ATACR specifications), we have something around 6 meters in-game. But i know a reticle calibration isn't something easy to do, especially with first focal plane reticles, and a little bit boring sometimes. 🙂 And maybe you play with custom FovTop and FovLeft values ? Anyway, congrats for the releases and thanks a lot for your works. 🙂 Share this post Link to post Share on other sites
Ulmann 45 Posted May 3, 2019 Hello, please check magazines proxies on Minimi LMGs, they don't working with RHS. Share this post Link to post Share on other sites
Gomez919 1 Posted May 3, 2019 Loving the update, noticed a few things however. Checked them with NIA & CBA being the only mods loaded - in case it was a conflict - and the issues still present: AK-74M (MTK) - magazine model is not visible in 3rd person (in game and in the arsenal), however it is visible in 1st person view. HK MP5N (9mmAR) and HK33A2 (RIS/GL) - not able to mount optics on the weapons (either from the arsenal, or dragging an item onto the weapon in the inventory). M60 - when switching to the mixed 200 round belts, the weapon changes to the M60E4 model. 1 Share this post Link to post Share on other sites
Hymmnos 10 Posted May 3, 2019 6 hours ago, Blutze said: I have one prepared, gonna let the Toadster look over it before I post publicly. In the meantime, you can skip through the separate packs on Steam. Thats a CBA change: https://github.com/CBATeam/CBA_A3/pull/1107. Please make a ticket on GitHub about the Heckler & Koch iron sights, and then separate ones for the M14 irons and the ACR icon. The bipod behavior on the RPKs (and a number of SAWs) is intended-ish. With RHS compat, you can put on a grip pod to keep the bipodness while getting the gripness (-0.2 inertia at the cost of ~450 grams). It probably shouldn't take basic bipods (but making that happen could cause other actual bugs) or... can the bipod be a hiddenSelection based on hasUnderbarrel? Good morning. Doing that now. Share this post Link to post Share on other sites
toadie2k 799 Posted May 3, 2019 Yeah, it's been brought to my attention. My initial eyeball of it seemed about on, but clearly it's not. On the positive side, at least it's CONSISTENTLY all wrong, because I did actually properly measuer out the proportions of the reticle and scope ring to what they should be, so it's just a matter of scaling. Anyhows, HAHA time for releases. Let's start with the old, before we get to the new: Catch the Big Patch Here's the approximate changelog, spanning everything. Quote New (sub) pack: Retro AR-15s - Released on Steam as part of the main AR-15 pack - Full length M16s, intermediate period subcarbines, M4 as originally adopted by the Big Army; seven weapons in total - Integral carry handles on all of them, but they support 1913-mounted optics (just like the main pack's 727) Integrated new Arma/CBA features - Magazine wells: Other mods define what "kind" of magazine theirs is, NIArms weapons defines what "kind" of mags they take. Most (but not all) compatibility mods are obsolete now. - Supporting magWells introduced by vanilla, RHS and CBA - should cover all competing standards - Magazine proxies: Magazines define their own model as they are hanging off the gun, allowing differently looking mag bodies like PMAGs or extended magazines. Some magswitching is still there behind the scenes to adjust handling. - Supported by pretty much all weapons other than belt feds, even the SIG pistols - Mags from other mods not updated to this standard will look out of place (sometimes literally) - NIArms mags will not look out of place anymore when used in guns that already supported this system - AK optics have been updated to support "Dragunov-only" optic mounts where appropriate Refactored texts to string table - Allows special characters (like the Heckler & Koch ampersand) in almost all places - Allows translations, and YOU can contribute! - French and Japanese translations already in (Provided by StalkerSoC and ClassicArma) Attachments, improvements new variants - Made charms available whereever possible - Added a few new charms - Added "isopod" underbarrel uuuuuh... charm. - Added handguard variants of MP5s: normal triangular, slimline, cheesegrater quadrails, "integral" flashlights - Added 40mm variants of ACRs, replaced 203 model on old-pack AR-15s, fixed zeroing on almost all grenade launchers - Replaced all built-in front grips with RHS compatibility (requires RHS and the compat mod to run) - Added a number of muzzle devices based on built-in ones: Rotex 3-prong from SG550s, Surefire 3-prong from ACRs, BCM break from Black Jack, Noveske flash can from AR-15 carbines, AKU flashcan - Added Nightforce ATACR 1-8 scope (mildot reticle, highlighted center, piggybacked red dot) - Added Docter red dot (from AUGs and P226s) as standalone for rifles - Renamed some guns, mostly from the AK pack (correct manufacturer names) - Added 50 round M14 and FAL mags for additional ammo types - Added AK mags in different colors and materials - Added 200 round M60/Mk48 belts - Added extended belt length models for 7.62/7.92 beltfeds - Improved recoil patterns on G36s and AUGs - Improved some animations, especially relating to beltfed guns - Improved most muzzleflashes - Improved many sounds Bugfixes - Fixed tracer counts on some G36 mags - Made subsonic G36 mag available - Fixed Honeybadger frontsight floating/disappearing with extended mags - Fixed AUG A2 red dot zeroing - Fixed M14, AK, MP5 iron sights - Adjusted P226 iron sight zeroing from 6 o'clock to lollypop - Made unsuppressed AWM use the CBA bolt action system (the others already did) - Suppressed AWCM has bipod - Re-added the "QD" prefix to the .300 BLK suppressor, fixes sorting in vanilla arsenal - Fixed ACE arsenal compatibility with M134 minigun mags (they were, technically, vehicle mags before) - Fixed ACE belt linking compat on 5.56 and MG3/MG42 belts - Renamed MP5A5 to include Heckler & Koch prefix for proper arsenal sorting - Fixed animation sources for G36 bipod rails (they actually get hidden now) - Fixed 416 40mms eating pills when being fed sticks - Fixed inertia values of G36s with drums - More small backend fixes Known issues - G36K(KSK) GL is not available in the arsenals - Gripswitching causes an rpt error when ACE is loaded. RHS fault, happens with their items as well. - New SAW front grips are unfinished (no icon, incomplete translation, incorrect stats, don't trigger gripswitching). Just pretend they aren't there. - Honeybadger shows charms in the arsenals, but can't actually take them - G3KA4 GL can't take weapon lights anymore. Considering how they clip with the (improved!) GL sight, thats probably for the best. - "Prussian/Rework" C96s can take a 7.63mm magazine - Minimi Para Long has the base (short) displayname - Description tooltips with special characters don't work properly - Grenade launcher rangs on the old 727 are mislabeled in the UI (use the markings on the model) - ATACR reticle isn't properly sized and can't be used for milliradian based calcs Workshop has been updated, including the All-in-One, so if you're reading this and subbed to any of them, you're already living in the future. For those not, individual packs to follow, and the Standalone all-in-one probably will be up on Monday (I'll Edit back in) NIArms Core V1.61 NIArms ACR Rifles v1.31 NIArms AK Rifles V2.36 NIArms AR15 Rifles v2.02 NIArms AUG Rifles v1.9 NIArms AWM Rifles v1.55 NIArms FN3011 Rifles V1.06 NIArms FAL Rifles V2.0 NIArms HK416 Rifles v1.1 NIArms G3 Rifles v2.2 NIArms G36 Rifles V1.35 NIArms M14 Rifles v2.0 NIArms M60 MMGs v14.1 NIArms MG3/MG42 MMGs v1.25 NIArms M134 Minigun V1.2 NIArms MP5 SMGs v1.75 NIArms P226 Pistols v1.15 NIArms Minimi LMGs V1.5 NIArms SG550 Rifles v1.05 NIArms SG510 Rifles v1.35 NIArms M1903 Springfield Rifles v1.45 NIArms All-in-One V13 Now would be a good time to also point to the NIArms Github, which features a bugtracker, which you are free to dump all the snags I've missed. Now, onto the main event : Mauser C96 Pistols Image Gallery Sketchfab 3D Preview Spoiler This is the Mauser Construction 96 Pistol Model of 1912, more colloquially known as the C96 "Wartime Commercial" model. Of the line of C96s, it is both the most common, and while not a replication of any of the large contract batches, it is fairly typical of the majority of the contracts posted post-1910. But we're getting ahead of ourselves- we need to go back to the beginning. The C96 was developed in 1896 for the Mauser by the Feederle brothers (Fedel and Josef), and orginally sold under the banner of the Mauser Military Pistol, with hopes for courting the lucrative military handgun contract market. That didn't pan out immediately, but that didn't stop the pistol selling like hotcakes on the commercial market, nor Mauser producing the C96 non-stop until 1939. As mentioned, state militaries at large seemed uninterested initially, however, in countries where Enlisted Officers were expected to provide their own personal side-arms and ammunition - for example the British Army - it took off quite staggeringly. Britain especially, thanks to gun-makers Westley Richards, created somewhat of a fervor within the Upper Class (whom were at the time the only eligible types for the enlisted officer track) that saw the C96 frequently sold-out from the factory. On the back of this, both the Ottoman Turkish Army and Italian Navy took contracts with Mauser for two different specification C96 pistols(in 1897 and 1899 respectively). A thing to keep in mind is that only in around 1910 did the C96 enter the period of "Stable Production". What this means is that before then, the Feederles and Mauser made all sorts of minor and substantial design changes- massages in machining and specifcation to fine tune the system. By somewhere between 1905 and 1910 the Design had mostly stabilized around a design that's recognizable to us today: + Short-recoil action + 10 round internal magazine, with bridge for loading from charger clips + Single-action trigger + Chambered mostly in 7.63mmx25 Mauser + Sold with optional provision for Shoulder stock that doubles as holster. + 5.5 inch or 3.5 inch barrels (There's exceptions to all of these, but that's for another time. Suffice to know they exist) So let's get a few things out of the way on the design- in hindsight theres a lot that clearly date and put a fixed term to the C96's longevity. The Magazine, which while large for the early 1900s, and fast, if loaded from chargers, is a pain to deal with , and kind of in an unergonomic place, if considered from the stance of just being a free-handed pistol. The bore axis is WAY high, which makes when combined with the hot 7.63mm round, a fairly jumpy gun to control. With the design finally solidified, the Persian Government Ordered 1,000 in 1910, and with sales of individual commercially-sold models remaining high right through, Mauser was riding high throughout the 1910s, Things were about to truly kick-off with the start of WW1 however. While the civilian sales of the C96 dried up fast, the military requisitions more than compensated, with 1916 Mauser seeing large orders from Austria-Hungary and the German state of Prussia. Austria ordered 50,000 of what was a standard Commercial C96, but Prussia, whom in the interests of keeping logistics straightforward, requested 150,000 in the new 9mm Luger cartridge. These contracted pistols were soon earmarked with Grips with a Red 9 on them, after incidents of officers mistakenly ordering and loading 7.63mm ammo (causing catastrophic detonation), requiring the visible distinguishing mark.The other distinguishing feature of the 9mm Prussian Contract handguns was that the sights were marked for ranges only 50-500 meters, instead of 50-1000. With Germany Surrendering in 1918, a new era for the C96 was beginning. With the terms of disarmament in the Treaty of Versailles, and new stricter laws on the amount and specification police and military hand guns within the newly formed Weimar Republic, Production of new C96s basically came to a halt, as Germany's arms were flooding the international markets- commercially, as reparations, and as aid to other nations. The guns the Germany DID retain had to go through a process of re-arsenalling, and that process did not leave many in their factory spec. The Prussian Contract guns perhaps are the most notable altered. One of the new Weimar laws banned weapons over 4 inches being chambered in anything as large as 9mm Parabellum, and as the handguns were turned in to the arsenal they were made to comply. Some stayed in 9mm by chopping and re-crowning the barrel (seen here), some were re-chambered in 7.63 or 7.65mm Luger (sometimes by literally threading a luger barrel on). Some had their tangent sights removed for fixed ones. None of this was operated uniformly, but every gun that stayed in German hands was stamped 1920, regardless of whether that arsenal process was done later. Eventually, the C96 did resume production, however no longer were the previously common 5.5 inch pistols made, instead only the "bolo" models were made.The nickname of "bolo" comes from the fairly extensive and notorious use by the White Russians in the Communist Revolution (Bolo referring to the revolution), whom used and ordered them right up until they no longer existed. The M1921 weren't the first "bolos" but of the bolos made, they're the most numerous, as Mauser kept a steady crank of production for sale up through to 1934. Throughout this period however, the C96 was not Mauser's only available handgun, and it's success or failure was less of a lynch-pin for the company. So, one previously unmentioned story so far is that of the C96's life in China. Like Weimar Germany, post-WW1 Chinese government had restrictions on who could be armed and with what, and it had a burgeoning Warlord class. The combination of the two lead to thirst for stocked pistols, both by government and Warlords. Initially this was sated by surplus from WW1, but Mauser did start selling to China. However, if you've watched C&Rsenal you know where this is going, in the 1930s in the Eibar region of Spain, copies of the C96s started being pushed out by names like *Astra* and *Bestigui Hermanos* and the bulk of their market was selling to China, the Far East and both sides of the Spanish Civil War. Galling further, they were making *Select-fire* C96 knockoffs. Well, Mauser could NOT let that stand, and by 1932 Mauser had put together what we know as the M1932 (or M712) "Schnellfeuer". Feeding from detachable 10 or 20-round detachable magazines, and capable of automatic fire to the tune of 1000 RPM, the M712 is kind of a monster. At that sort of speed it's wholly unusable without the stock, but of course *that was the point*. These, and the rare and unmentioned M30/M1930 (because they’re basically just the original commercial model in looks), are one of several new weapons that started making under the rule of the Nazis, as direct contravention to the Treaty of Versailles, and the impositions of Weimar Germany. This is being brought up, because it is actually of relevance to the big picture of what was next to come for the world, and just a general display of the attitude of the fascist Nazi regime (that is: if we don't feel it's in our interests, especially towards rearmament, we will not honor it) The Schnellfeuer was eventually contracted and adopted formally as the M712 in the Luftwaffe. With the end of the contract, and the beginning of WW2, This basically spelled the end of the C96’s production run- Mauser were too busy with bulking out Kar98s and other more expedient war material, and in 1939 the C96 removed from catalogs. This was not the end of the C96's service history, and the Mauser to this day still pops up in conflicts worldwide. Heck, China retained their C96s through 3 regime changes, both German and domestically produced, up until 1990, when the stockpiles were abandoned. For the purposes of displaying them in a field condition, presented here are all the C96s in current, worn but fire-able condition. Class List Classnames- hlc_pistol_C96_Wartime - Mauser C96 Model of 1912 (Wartime Commercial). 7.63x25mm Mauser Pistol hlc_pistol_C96_Wartime_stock - Mauser C96 Model of 1912 (Wartime Commercial, with Stock). 7.63x25mm Mauser Pistol hlc_pistol_C96_Wartime_Worn - Mauser C96 Model of 1912 (Wartime Commercial, Worn Condition). 7.63x25mm Mauser Pistol hlc_pistol_C96_Wartime_Worn_stock- Mauser C96 Model of 1912 (Wartime Commercial, Worn Condition, With Stock). 7.63x25mm Mauser Pistol hlc_pistol_C96_Bolo - Mauser C96 Model of 1921 (Post-war Commercial "Bolo" ). 7.63x25mm Mauser Pistol hlc_pistol_C96_Bolo_stock - Mauser C96 Model of 1921 (Post-war Commercial "Bolo", with Stock). 7.63x25mm Mauser Pistol hlc_pistol_C96_Bolo_Worn - Mauser C96 Model of 1921 (Post-war Commercial "Bolo", Worn Condition). 7.63x25mm Mauser Pistol hlc_pistol_C96_Bolo_Worn_stock - Mauser C96 Model of 1921 (Post-war Commercial "Bolo", Worn Condition, With Stock). 7.63x25mm Mauser Pistol hlc_pistol_C96_Prussian - Mauser C96 M1916 (Prussian State Contract "Red 9"). 9x19mmNATO hlc_pistol_C96_Prussian_stock - Mauser C96 M1916 (Prussian State Contract "Red 9", with Stock). 9x19mmNATO hlc_pistol_C96_Prussian_Rework - Mauser C96 M1916 (Prussian State Contract "Red 9", Re-arsenelled Worn Condition). 9x19mmNATO hlc_pistol_C96_Prussian_Rework_stock- Mauser C96 M1916 (Prussian State Contract "Red 9", Re-arsenelled Worn Condition, With Stock). 9x19mmNATO hlc_pistol_M712 - Mauser Model 1932/M712 ("Schnellfeuer")7.63x25mm Mauser Pistol hlc_pistol_M712_stock - Mauser Model 1932/M712 ("Schnellfeuer", with Stock). 7.63x25mm Mauser Pistol hlc_pistol_M712_Worn - Mauser Model 1932/M712 ("Schnellfeuer", Worn Condition). 7.63x25mm Mauser Pistol hlc_pistol_M712_Worn_stock - Mauser Model 1932/M712 ("Schnellfeuer", Worn Condition, With Stock). 7.63x25mm Mauser Pistol hlc_pistol_C96_Custom - Mauser C96 Model of 1912 (Wartime Commercial, with Stock,Scoped). 7.63x25mm Mauser Pistol hlc_pistol_DL44 - Blastech DL-44 ("Greedo-Killer") - Energy hlc_10Rnd_763x25_B_C96 - 10 Round Charger Clip of 7.62x25mm Mauser hlc_10Rnd_763x25_B_M712 - 10 Round M712 magazine of 7.62x25mm Mauser hlc_20Rnd_763x25_B_M712 - 20 Round M712 magazine of 7.62x25mm Mauser hlc_10Rnd_9x19_B_C96 - 10 Round P226 magazine of 9x19mm M882 Ball hlc_10Rnd_9x19_JHP_C96 - 10 Round P226 magazine of 9x19mm Mk243 Mod 0 JHP hlc_10Rnd_9x19_SD_C96 - 10 Round P226 magazine of 9x19mm Subsonic FMJ hlc_10Rnd_BLASTER_B_DL44 - Blastech Energy Cell NIArms C96 Pistols v1.0 Steam Workshop 9 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted May 3, 2019 8 hours ago, Ulmann said: Hello, please check magazines proxies on Minimi LMGs, they don't working with RHS. That's maybe partially our (RHS) fault. We made a typo with the magazineWell name when defining it on the M249 for testing (before BI added wells for their own mags and CBA made an effort to produce standard classes). Share this post Link to post Share on other sites
Disgusting_Man 111 Posted May 3, 2019 Now let's shoot! Share this post Link to post Share on other sites
bolo861 166 Posted May 3, 2019 Left a bug report on Github: https://github.com/toadie2k/NIArms/issues/154 M16A1, M16A1 (GL), M16A2, M16A2 (GL), M4, XM177E2, RO727 Commando, RO733 Commando carbines and old Colt RO727 Carbine (GL) and Colt M4A1 Carbine (GL) don t have deployPivot bipod proxies on 3d models, so player with those rifles sinks through the ground in 3rd person view by deploying autorest function while in prone position. Thank You for the update and regards. Share this post Link to post Share on other sites
gatordev 219 Posted May 3, 2019 5 hours ago, toadie2k said: Yeah, it's been brought to my attention. My initial eyeball of it seemed about on, but clearly it's not. On the positive side, at least it's CONSISTENTLY all wrong, because I did actually properly measuer out the proportions of the reticle and scope ring to what they should be, so it's just a matter of scaling. In the future, would you be willing to consider adding a third "view point" to the ATACR? Along the lines of what Iansky and RHS did with their Elcans. So you have an eye position at 1x behind the scope that allows you to see around the scope when moving (not included now), a low mag view point (currently included...looks like about 2x), and the RDS view point (currently included). With the current "low mag" view of the ATACR, it's a little zoomed into the scope, which negates one of the benefits of the ATACR in real life. Having the third option in-game makes CQB in towns a little easier because you have peripheral vision, but can still use the scope by zooming in with the right mouse button (or whatever key) a little bit. I use it all the time on the Elcans I mentioned. And if the answer is no, so be it. I'm still happy you're continuing to give us new content, so thanks! Share this post Link to post Share on other sites
CabooseMinusOne 7 Posted May 3, 2019 @toadie2k Were any of the class names changed for the G36 or HK rifle variants or did the latest CBA update bork them? Applied the latest update of NIAIO and now all my HK rifles and G36s say H? in my traders. Weird.. Edit Saw that Hymmnos already reported this on the bug tracker after I replied. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted May 3, 2019 40 minutes ago, gatordev said: Along the lines of what Iansky and RHS did with their Elcans. So you have an eye position at 1x behind the scope that allows you to see around the scope when moving (not included now), a low mag view point (currently included...looks like about 2x), and the RDS view point (currently included). With the current "low mag" view of the ATACR, it's a little zoomed into the scope, I doubt that will work well on a scope the shape of an ATACR. It's too long and narrow to work well with the way that Arma does 3D scopes. Looking through the eyepiece you would most likely just see a big black ring behind the lens and a small aperture of what is on the other side of the objective lens, similar to how scopes look IRL if you're not using the correct eye relief You can see with the AUG A1s roughly how long, narrow, low-magnification optics look when you try to do them in 3D As for the ATACR being magnified at the lowest setting: It isn't really. In general, all Arma scopes magnification settings are scaled such that the narrow FOV view you have when not looking down the sights but using Num+ key to "zoom" is the standard 1x magnification and the ATACR's lowest setting matches that. The default wide-FOV view is <1x, and there to give you a more realistic field of vision within the confines of a computer monitor. 2 1 Share this post Link to post Share on other sites
-Lucas 8 Posted May 3, 2019 thanks for the all in one update! @toadie2k 1 Share this post Link to post Share on other sites
jacobs 165 Posted May 4, 2019 4 hours ago, da12thMonkey said: I doubt that will work well on a scope the shape of an ATACR. It's too long and narrow to work well with the way that Arma does 3D scopes. Looking through the eyepiece you would most likely just see a big black ring behind the lens and a small aperture of what is on the other side of the objective lens, similar to how scopes look IRL if you're not using the correct eye relief You can see with the AUG A1s roughly how long, narrow, low-magnification optics look when you try to do them in 3D As for the ATACR being magnified at the lowest setting: It isn't really. In general, all Arma scopes magnification settings are scaled such that the narrow FOV view you have when not looking down the sights but using Num+ key to "zoom" is the standard 1x magnification and the ATACR's lowest setting matches that. The default wide-FOV view is <1x, and there to give you a more realistic field of vision within the confines of a computer monitor. There is a mod on SW called SPS equipement that managed to do that... their Schmidt and Bender PMII High Power 1.1-8 x 24mm Sights is unpowered at the minimum setting... looks just fine. Toadie`s one looks fine too, both are exccelent Share this post Link to post Share on other sites
da12thMonkey 1943 Posted May 4, 2019 9 hours ago, jacobs said: There is a mod on SW called SPS equipement that managed to do that... their Schmidt and Bender PMII High Power 1.1-8 x 24mm Sights is unpowered at the minimum setting... looks just fine. Toadie`s one looks fine too, both are exccelent That's because Steve who makes SPS, chose to scale his sights relative to the WFOV instead of the NFOV BI use as the baseline for 1x on all the scopes and vehicle sights. At 8x his short dot is equivalent to around 5.4x magnification at the BI standard for Arma 3 optics. My point was, Toadie's not wrong for the FOV values used on the ATACR's 1x setting. It conforms to BI's values for 1x optics. Steve isn't really wrong either - he's just not a conformist 😄 E.g. using values direct from the config viewer: BI's DMS sight is nominally a 2-4x optic (according to the inventory description). It has discretefov[] = {0.125,0.0625}; This is calculated 0.25/2 = 0.125 and 0.25/4 = 0.0625 respectively 0.25 is also the opticsZoomMin = 0.25; value for all 1x collimated sights in the game. Default FOV with collimated sights is opticsZoomInit = 0.75; (note that it's called opticsZoomMin for the NFOV "zoomed in" view, and opticsZoomMax for the UWFOV view that is "zoomed out" - because Arma is strictly speaking, dealing with FOV, not magnification and FOV decreases to increase "magnification") Steve's Short dot is using discretefov[] = {0.6818,...,0.04665}; for nominally 1.1-8x, so 0.25/0.6818 = 0.3666x and 0.25/0.04665 = 5.359x. We can determine that Steve used 0.6818*1.1 = 0.749 as his baseline 1x magnification value (and strangely another value 0.04665*8 = 0.37 for the 8x magnification). So you can see it's based around opticsZoomInit, rather than the way BI handle magnification on their powered optics. Toadie's ATACR is using discretefov[] = {"0.249/1",..."0.249/8"}; for nominally 1-8x and you can see already that it's using the same 0.25 FOV baseline as BI (give or take a fraction of a radian to account for the memory point offset) It's pretty near impossible to simultaneously achieve properly scaled magnification (in terms of visual acuity and reticle scale against the background) and FOV (in terms of the viewable angle through the optic and scale of the reticle relative to the aperture)in Arma, because the monitor frame puts a big physical limitation on how much space is available. So as addon makers you have to fudge one way or another. As for the initial part in my post about it not looking fine if it was like Iansky and RHS Elcan Specters with a 3D 1x mode. It's not the same issue I was talking about in the rest of my post regarding the zoom/FOV values thing. The Short dot in SPS isn't using 3D scope view for 1.1x either - it's a 2D one like Toadie's ATACR, but with a nicely made custom 2D optic instead of the BI one most of us addon makers usually use. So the 3D scope issues don't apply 3 1 Share this post Link to post Share on other sites
Steve 161st 26 Posted May 4, 2019 Spot on, da12thMonkey! 3D sights need short, large diameter bodies to make work with ARMA. (Or a new PIP technique!) I would love to have done the low power short dot magnifications in 3D and switched to 2D for the higher powers but it wasn't possible for all the reasons da12thMonkey describes. With regards to magnification, I just felt the S&B sights would be overpowered compared to vanilla sights / other game assets if I used BI conventions so to keep things in balance, chose to do the WFOV technique for zoom levels. And having to use 2D sight techniques for every zoom resulted in the slightly odd low power/wide angle zoom to replicate what the players are used to as an 'un-zoomed' image. So I would definitely NOT claim what I am doing is more correct than Toadie. (In fact I'd say I was 'wrong' - I just did not want to abuse game mechanics / make imbalanced equipment with my mods.) Toadie's stuff is awesome (as is da12thMonkey's) and much more complete than my mods. Their work inspired me to have a go at mod making. Looking forward to whatever they decide to make next! 1 Share this post Link to post Share on other sites
-Lucas 8 Posted May 4, 2019 @toadie2k or anyone else, i see a little orange line on the right side edge of the M16A2(GL), just under the handguard... it is there just for me? Pic. Spoiler http://i68.tinypic.com/eaiao0.jpg In-game is brighter... Share this post Link to post Share on other sites
Laid3acK 79 Posted May 4, 2019 8 hours ago, da12thMonkey said: It's pretty near impossible to simultaneously achieve properly scaled magnification (in terms of visual acuity and reticle scale against the background) and FOV (in terms of the viewable angle through the optic and scale of the reticle relative to the aperture)in Arma, because the monitor frame puts a big physical limitation on how much space is available. So as addon makers you have to fudge one way or another. I think all players with some RL shooting practice know that, we know the BI's 2D and 3D scopes system is a big game play compromise. So why not a sort of artistic 3D effect with 2D reticles, but when a scope is compatible with ACE, the reticle should be calibrated correctly. A reticle isn't only a nice draw at the center of the monitor, it's also a tool. I Mil should be 1 meter at 1000 meters in-game, whatever the choice of the zoom factor, or this compatibility has no sens. 🙂 Share this post Link to post Share on other sites
gatordev 219 Posted May 4, 2019 On 5/3/2019 at 3:48 PM, da12thMonkey said: I doubt that will work well on a scope the shape of an ATACR. It's too long and narrow to work well with the way that Arma does 3D scopes. Ah, okay. Didn't understand the technical limitations. Scratch that, then. Thanks for the explanation. On 5/3/2019 at 3:48 PM, da12thMonkey said: As for the ATACR being magnified at the lowest setting: It isn't really. In general, all Arma scopes magnification settings are scaled such that the narrow FOV view you have when not looking down the sights but using Num+ key to "zoom" is the standard 1x magnification and the ATACR's lowest setting matches that. The default wide-FOV view is <1x, and there to give you a more realistic field of vision within the confines of a computer monitor. Thanks for this. I had always felt that Yx zoom was more than it should be, both because of how it felt in game and also looking through real-life scopes quite a bit. i didn't realize that "1x" wasn't 1x (optic/weapon down at low ready). That explains a lot. Asking a more theoretical question here, not a demand on Toadie specifically...Would a compromise of making the scoped 2d first view (ie, hit "v" the first time) of <1x be technically possible? It's not perfect, as you'd still have the 2D scope shadow, but at least the FOV would be wider, simulating the overall wider FOV one would actually have. Then you could still step up zoom levels, just like it currently does, to 8x. Share this post Link to post Share on other sites
Disgusting_Man 111 Posted May 4, 2019 I really like new AR-15 rifles but some of them have green upper that I've never seen anywhere. Is it WIP models or it's just a fantasy of the author? I can't say that i don't like them but I would prefer the classic version. Also i wanted to say that old bug with M60 shadows stil exists. Not a big deal but it would be nice if you will fix it. And Mauser C96 M1916 Prussian can use both 9mm and 7.63mm ammo. Was that the idea? Thanks for this big update and your hard work on it! Share this post Link to post Share on other sites
Alex_Red 1 Posted May 5, 2019 I found some texture mistakes while zeroing (i don't know how to call it correct) These were seen on the following guns: G3A3, G3A3 (RIS), G3A3 (Widegrip), G3A3 (RIS/Widegrip), G3KA4 (RAS), (G3KA4 RAS/GL) Spoiler https://mega.nz/#!QdF0BKgL!GNsgn9nRej2TMtp9RXlVOV9c3wejRc83o-acIOtAKb4 https://mega.nz/#!JVMgVaBY!33PY9BfjRlsB1IcgYfoH0eN9PMSTiyFIAjHZw_LZ8Y0 https://mega.nz/#!BQMEjCpA!i-RTuJHxfy5buc0vPWWIf7nS8diAgxx7PuHpvzqcUFI https://mega.nz/#!UcMQFQwQ!Ll-oYCBxtoQpOgl5lZqxjRsM9OjSMGA3dqiE3YN7IN8 These were seen on the following guns: HK33KA2, HK33KA2 (RIS), HK33KA2 (RIS/GL), HK33KA3, HK53, HK53 (RAS) Spoiler https://mega.nz/#!hMcCjYZa!0unuNUMHiWSJZL4u8r_R08hzovLvdZXLq8BWllzYjJk https://mega.nz/#!VAdAUaYT!elHlfXhKhNTshOON_sizk55MklrG5qax3JOfG_5MnQk 1 Share this post Link to post Share on other sites
LSValmont 789 Posted May 7, 2019 Guy I love NIArms! (who doesn't?). But I wanted to ask something. I will talk about the G3 weapons pack in particular. https://steamcommunity.com/sharedfiles/filedetails/?id=667375637 When the reload animation plays, when the old magazine is removed and a new one is about to be inserted there is like a part of the animation that is missing as if the clip goes from the hands into the gun out of thin air (teleports there). That doesn't happen on all guns but it does happen in many. Most other weapons mods even CUP and RHS also have this issue but it has been fixed on many instances in their latest versions. Also, the new G3 weapons found in the new DLC have the complete animation (you actually see the magazine in hand and then going all the way into the gun). So my question is... is that part of the animation so hard to do in Arma that most mods suffer from the lack of it? Or is it something else? Always wanted to know. Share this post Link to post Share on other sites
toadie2k 799 Posted May 8, 2019 Yes. It's hard, tedious and manual Here's the short answer: EVERY weapon animation in Arma, I think BARRING GM,who used some fancy plugin to generate it, is hand-written C-like script, and it's actually very fucking tedious and in some manners quite limited. It's why,for example I try to limit the remove/insert magazines to about the same angle, because having them come in at different ones is just HEADACHES. For example: Here is as simple reload, the MP5s- Spoiler class magazine_hide { type="hide"; source="reloadMagazine.0"; selection="Magazine"; minValue=0.0; maxValue=1; hideValue=(35/124); unhideValue=(83/124); }; class magazine_move1 { type = "translation"; source="reloadMagazine.0"; selection="Magazine"; axis = "Magazine_axis"; minValue=(30/124); maxValue=(34/124); offset0 = "0"; offset1 = "1"; }; class magazine_move2 { type = "translation"; source="reloadMagazine.0"; selection="Magazine"; axis = "Magazine_axis"; minValue=(83/124); maxValue=(88/124); offset0 = "0"; offset1 = "-1"; }; class bolthandle_rot3 { type = "rotation"; source="reloadMagazine.0"; selection="Bolthandle"; axis = "bolt_axis"; minValue = (10/124); maxValue = (12/124); angle1=rad 45; angle0=rad 0; }; class bolthandle_rot4 { type = "rotation"; source="reloadMagazine.0"; selection="Bolthandle"; axis = "bolt_axis"; minValue=(100/124); maxValue=(101/124); angle1=rad -45; angle0=rad 0; }; class bolthandle_move1 { type = "translation"; source = "reloadMagazine.0"; selection = "Bolthandle"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue=(6/124); maxValue=(8/124); offset0 = "0"; offset1 = "1"; }; class bolthandle_move2 { type = "translation"; source = "reloadMagazine.0"; selection = "Bolthandle"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue=(101/124); maxValue=(103/124); offset0 = "0"; offset1 = "-1"; }; class bolt_move1 { type = "translation"; source = "reloadMagazine.0"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue=(6/124); maxValue=(8/124); offset0 = "0"; offset1 = "1"; }; class bolt_move2 { type = "translation"; source = "reloadMagazine.0"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue=(101/124); maxValue=(103/124); offset0 = "0"; offset1 = "-1"; }; class magrelease_rot1 { type = "rotation"; source="reloadMagazine.0"; selection="magrelease"; axis = "Mag_release_axis"; minValue=(26/124); maxValue=(28/124); angle1=rad -30; angle0=rad 0; }; class magrelease_rot2 { type = "rotation"; source="reloadMagazine.0"; selection="magrelease"; axis = "Mag_release_axis"; minValue=(32/124); maxValue=(34/124); angle1=rad 30; angle0=rad 0; }; class magrelease2_move1 { type = "translation"; source = "reloadMagazine.0"; selection = "magrelease2"; axis = "Mag_release_axis"; minValue=(27/124); maxValue=(28/124); offset0 = "0"; offset1 = "-1"; }; class magrelease2_move2 { type = "translation"; source = "reloadMagazine.0"; selection = "magrelease2"; axis = "Mag_release_axis"; minValue=(32/124); maxValue=(34/124); offset0 = "0"; offset1 = "1"; }; class magrelease2_move3 { type = "translation"; source = "reloadMagazine.0"; selection = "magrelease2"; axis = "Mag_release_axis"; minValue=(86/124); maxValue=(87/124); offset0 = "0"; offset1 = "-1"; }; class magrelease2_move4 { type = "translation"; source = "reloadMagazine.0"; selection = "magrelease2"; axis = "Mag_release_axis"; minValue=(89/124); maxValue=(90/124); offset0 = "0"; offset1 = "1"; }; Whilst here, is a more complex one- the M249s - Spoiler ///////////////////////////////////////////////////////////////////////////////// ///Hide magazine + ammo belt during reload/////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////// class feedtray_cover_up { type="rotation"; source="reloadMagazine"; selection="feedtray_cover"; axis="feedtray_cover_axis"; memory=1; minValue=0.13157894736842; maxValue=0.15460526315789; angle0=0.000000; angle1=-1.570796; }; class feedtray_cover_down:feedtray_cover_up { minValue=0.86184210526315; maxValue=0.88815789473684; angle0=0.000000; angle1=1.570796; }; class feedtray_up { type="rotation"; source="reloadMagazine"; selection="feedtray"; axis="feedtray_cover_axis"; memory=1; minValue=0.35197368421052631578947368421053; maxValue=0.36184210526315789473684210526316; angle0=0.000000; angle1=-1.570796; }; class feedtray_down:feedtray_up { minValue=0.71710526315789473684210526315789; maxValue=0.73026315789473684210526315789474; angle0=0.000000; angle1=1.570796; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.0; maxValue=1; hideValue=0.45065789473684210526315789473684; unhideValue=0.66118421052631578947368421052632; }; class reload_bullets_dn { type = "rotation"; source = "reloadMagazine"; selection = "ammo_belt"; axis = "ammo_belt_axis"; minValue = 0.30921052; maxValue = 0.32894736; angle0 = 0.000000; angle1 = rad 120; }; class reload_bullets_up { type = "rotation"; source = "reloadMagazine"; selection = "ammo_belt"; axis = "ammo_belt_axis"; minValue = 0.759868; maxValue = 0.8157894; angle0 = 0.000000; angle1 = rad -120; }; class boltguide_reload1 { type="rotation"; source="reloadMagazine"; selection="bolt_guide"; axis="boltguide_axis"; memory=1; minValue=0.18421052631578947368421052631579; maxValue=0.19736842105263157894736842105263; angle0=0.000000; angle1=rad -5; }; class boltguide_reload2:boltguide_reload1 { minValue=0.23026315789473684210526315789474; maxValue=0.25; angle0=0.000000; angle1=rad 5; }; class QDlever_reload1 { type="rotation"; source="reloadMagazine"; selection="QD_lever"; axis="QD_axis"; memory=1; minValue=0.13815789473684210526315789473684; maxValue=0.14473684210526315789473684210526; angle0=0.000000; angle1=rad 30; }; class QDlever2:QDlever_reload1 { minValue=0.14473684210526315789473684210526; maxValue=0.14802631578947368421052631578947; angle0=0.000000; angle1=rad -30; }; class QDlever3:QDlever_reload1 { minValue=0.87171052631578947368421052631579; maxValue=0.875; }; class QDlever4:QDlever2 { minValue=0.87828947368421052631578947368421; maxValue=0.88486842105263157894736842105263; }; class rockingarm_reload1 { type="rotation"; source="reloadMagazine"; selection="feed_rockingarm"; axis="rockingarm_axis"; memory=1; minValue=0.18421052631578947368421052631579; maxValue=0.19736842105263157894736842105263; angle0=0.000000; angle1=rad 30; }; class brockingarm_reload2:rockingarm_reload1 { minValue=0.23026315789473684210526315789474; maxValue=0.25; angle0=0.000000; angle1=rad -30; }; class pawl_frame_reload1 { type="translation"; source="reloadMagazine"; selection="pawl_frame"; axis="frame_move_axis"; memory=1; minValue=0.18421052631578947368421052631579; maxValue=0.19736842105263157894736842105263; offset0=0; offset1=-1; }; class pawl_frame_reload2:pawl_frame_reload1 { minValue=0.23026315789473684210526315789474; maxValue=0.25; offset0=0; offset1=1; }; class feeder_frame_reload1 { type="translation"; source="reloadMagazine"; selection="feeder_frame"; axis="frame_move_axis"; memory=1; minValue=0.18421052631578947368421052631579; maxValue=0.19736842105263157894736842105263; offset0=0; offset1=1; }; class feeder_frame_reload2:feeder_frame_reload1 { minValue=0.23026315789473684210526315789474; maxValue=0.25; offset0=0; offset1=-1; }; class feeder_reload1 { type="rotation"; source="reloadMagazine"; selection="linkfeeder"; axis="feeder_axis"; memory=1; minValue=0.18421052631578947368421052631579; maxValue=0.19736842105263157894736842105263; angle0=0.000000; angle1=rad 15; }; class feeder_reload2:feeder_reload1 { minValue=0.23026315789473684210526315789474; maxValue=0.25; angle0=0.000000; angle1=rad -15; }; class link_reload1 { type="rotation"; source="reloadMagazine"; selection="beltlink_ejector"; axis="linkextractor_axis"; memory=1; minValue=0.18421052631578947368421052631579; maxValue=0.19736842105263157894736842105263; angle0=0.000000; angle1=rad 45; }; class link_reload2:link_reload1 { minValue=0.23026315789473684210526315789474; maxValue=0.25; angle0=0.000000; angle1=rad -45; }; class Bolthandle_reload1 { type="translation"; source="reloadMagazine"; selection="bolthandle"; axis="bolt_axis"; memory=1; minValue=0.03618421052631578947368421052632; maxValue=0.05263157894736842105263157894737; offset0=0; offset1=1; }; class Bolthandle_reload2:Bolthandle_reload1 { minValue=0.06578947368421052631578947368421; maxValue=0.07565789473684210526315789473684; offset0=0; offset1=-1; }; class Magazine_reload1 { type="translation"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; memory=1; minValue=0.43092105263157894736842105263158; maxValue=0.44407894736842105263157894736842; offset0=0; offset1=1; }; class Magazine_reload2:Magazine_reload1 { minValue=0.67434210526315789473684210526316; maxValue=0.68421052631578947368421052631579; offset0=0; offset1=-1; }; ///////////////////////////////////////////////////////////////////////////// ///Bolt mechanism animation////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////WORKING// class bolt_begina { type="translation"; source="reloadMagazine"; selection="boltcarrier"; axis="bolt_axis"; memory=1; minValue=0.000; maxValue=0.0001; offset0=0; offset1=-1; }; class bolt_begin { type="translation"; source="reloadMagazine"; selection="boltcarrier"; axis="bolt_axis"; memory=1; minValue=0.03618421052631578947368421052632; maxValue=0.05263157894736842105263157894737; offset0=0; offset1=1; }; class bolt_end:bolt_begin { minValue=0.95; maxValue=0.99; offset0=0; offset1=-0.1; }; It's an engine limitation, and, IMO it's one of the worst of the absolute HARD limits, tech-wise, in the engine. Now, like I said earlier, Vertexmacht (GM's devs) use some export plugin that's auto-generating the the above data, so they're kind of getting away with murder a bit TBH, but it's still very much a hack around and still does have it's in game limitations. I re-iterate: HAND-CODED. Not run though an animation tool, no procedural scripting tools, it's just Notepad and several days of copy-paste, alter and cleanup. It's why THIS https://twitter.com/toadie2k/status/1114087345433616384 is a goddamn feat. So yeah, that's why. 5 1 3 Share this post Link to post Share on other sites
NAS_Juno 66 Posted May 12, 2019 Hey @toadie2k, let me know if you ant me to leave a bug on Github, but I found an issue with your SAWs now that you've allowed RHS (and your own) grips to them. When the grip is attached, the bipods will not deploy. You lock into the ground as if you had no bipod. Love the mods and appreciate all you do! Thank you for everything! Share this post Link to post Share on other sites
da12thMonkey 1943 Posted May 12, 2019 8 hours ago, NAS_Juno said: When the grip is attached, the bipods will not deploy That's an Arma limitation. Not really anything that can be done about it directly. The grips use a duplicate of the bipod/underbarrel slot (grip attachments are in effect bipods in terms of function, they just attach to a different proxy position). The game overrides the integrated bipod function when any attachment is in an underbarrel slot. Presumably because it would cause some kind of conflict if you did actually produce a weapon with an integrated bipod plus a conventional underbarrel slot for the BI bipod attachments. In order to get around this on toadie's lurvely M249 models in RHS itself (dev version), we've decided to exchange the integrated bipod for an attachment-based version. In most instances once you attach a grip now, you have no inventory slot for a bipod; so there is no longer an "integral" bipod to be disabled by the grip. Then we produced two special M249 grip+bipod attachments that have both meshes combined in one model to retain both functions. But as I said, there are only two of these, rather than combinations of every available grip with the two different styles of M249 bipod. So you don't get quite as much visual variety. 4 Share this post Link to post Share on other sites
NAS_Juno 66 Posted May 12, 2019 3 hours ago, da12thMonkey said: Got it. Thanks for the explainer! Pretty amazing guys like you are able to do so much with the limitations you're working with. Modeling and coding with a hand tied behind your back and one eye closed. I brought it up because prior to the update, the foregrips were built into the model/animation, and that seemed to allow the underbarrel attachment to deploy. Either way, I understand. 1 Share this post Link to post Share on other sites