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Rg

TrueView v1.0

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of cause it would be the best if BI put this in future patchs with those sights fixed, but its basicly an idea that get practicaly made after half a year of brainstorming about "how to get it better", you cant ask for more from anyone

i personally wanted to put this into BTS feature request(or tell me if someone already did that)

I actually had this idea a long time ago and modified my the huge pbo's for my own personal enjoyment. I would have released this or a similar mod a long time ago if I knew how to write a config that was small in size and compatible with other addons/mods. What you see today is a public mod that was only created recently, because it took a long time (looking at other configs and A LOT of trial and error. I wish I had help, but that wasn't the case) to figure out how to write a config and create this in a mod form. I have some more ideas that will hopefully be "realized" when the tools come out.

Great addon but I noticed that it severely limits the optics on the weapons for things like tanks and Armor in general. Hardly no zoom left. If I was an Armor guy I would hate this addon but being mainly Air and some ground it is awesome. yay.gif

Somehow I completely missed that. I guess it is because I almost always play as BLUFOR, so I never noticed the issues with OPFOR.

As I can tell, the optic zoom is not correct for the BMP-2, T72, and the Shilka. Please let me know if you encounter any other problems with other vehicles that have optic sights. I will release a hotfix or v1.1 soon addressing these issues.

Thanks,

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I haven't been so excited about a mod in a while. This is exactly what we need!

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I would have released this or a similar mod a long time ago if I knew how to write a config that was small in size and compatible with other addons/mods. What you see today is a public mod that was only created recently, because it took a long time (looking at other configs and A LOT of trial and error. I wish I had help, but that wasn't the case) to figure out how to write a config and create this in a mod form.

Too bad you didn't ask me, I would have helped you out. Especially if you had a finished full pbo that just needed the config trimmed up to be a mod type.

I haven't used this yet, but I looked at the videos and I have to say that it at least looks fucking brilliant. I'm going to give it a try here soon.

I wish you would have posted your tir settings though to give us a starting place when using this mod.

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i understand that, i myself have tons of idea that didnt know if it is going to work, to make matter worst with my very limited modeling/scripting/anime making/texturing skill all idea only stays on drawing broad untill someone came up with a alike idea, and put them into practical stage confused_o.gif

(the one that acturally worked is a realistic nade throwing anime that still needs a lots of tweak, and while look somewhat realistic for me, i dont think anyone would think the same way as me) confused_o.gif

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Ok, now I've tested it some and I'm using a tenetive new tir profile.

First, it *is* brilliant.

Second, One thing I noticed though that would be nice is if you could look around while in iron sight mode on vehicle weapons like machine guns. That one may not be possible though, as it could be a vehicle limitation. I also noticed that the zoom ranges on these weapons are different, or at least seemed different. Oversight maybe?

Last, my new TIR settings:

Note that I use the keyboard for zoom control.

http://ColonelSandersLite.armaholic.net/misc....iew.rar

It would seem that new settings wouldn't really be needed, but the mod made a big difference for me, and I needed new settings to make it feel natural since it was largely geared towards playable before...

i understand that, i myself have tons of idea that didnt know if it is going to work, to make matter worst with my very limited modeling/scripting/anime making/texturing skill all idea only stays on drawing broad untill someone came up with a alike idea, and put them into practical stage

You know, there's lots of friendly people just sitting around the boards. If you ask, it's likely that someone can and will tell you wether an idea is possible or not, maybe tell you the basic steps needed to get there, and just maybe some help doing it.

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Too bad you didn't ask me, I would have helped you out. Especially if you had a finished full pbo that just needed the config trimmed up to be a mod type.

I haven't used this yet, but I looked at the videos and I have to say that it at least looks fucking brilliant. I'm going to give it a try here soon.

I wish you would have posted your tir settings though to give us a starting place when using this mod.

That's good to know if I have further questions, thanks.

And your wish is my command - My TrackIR Settings (Beware, it's linear so it might be too sensitive for you right away, but trust me, your better off getting used to this, since this setting treats TrackIR as sensitive and responsive as mouse input. Plus it is insanely immersive, because it feels so natural when you get used to it. Also check the hotkeys, because I made "center" a mouse button)

i understand that, i myself have tons of idea that didnt know if it is going to work, to make matter worst with my very limited modeling/scripting/anime making/texturing skill all idea only stays on drawing broad untill someone came up with a alike idea, and put them into practical stage confused_o.gif

(the one that acturally worked is a realistic nade throwing anime that still needs a lots of tweak, and while look somewhat realistic for me, i dont think anyone would think the same way as me) confused_o.gif

Interesting. If you are able to do such a thing, have you ever thought of making a visual way to aim a handgrenade using an animation? I'm thinking of a video on dslyeci's site (best of tactical fps' ) using the infiltration mod, where the players hand sticks out infront allowing you to aim based on that instead of needing some kind of crosshair. If you don't know what I am talking about I will try to track it down later. If something like that is possible, that would be great.

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Ok, now I've tested it some and I'm using a tenetive new tir profile.

First, it *is* brilliant.

Second, One thing I noticed though that would be nice is if you could look around while in iron sight mode on vehicle weapons like machine guns. That one may not be possible though, as it could be a vehicle limitation. I also noticed that the zoom ranges on these weapons are different, or at least seemed different. Oversight maybe?

That is exactly what I wanted to do (unlock the ironsight view for staticweapons ex.M2). If you have any ideas on how to unlock this please let me know. I have a feeling it has to do with memoryPoints. For some reason BIS allowed us to move our head around on handheld weapons, but not static. Maybe it's not possible or maybe they just didn't implement it for whatever reason, but like I said, if you have any ideas on how to achieve this PLEASE try it or or let me know. This is one thing that I really wanted to change.

As far as the zoom, it is a little less then the default BIS rifle zoom. It also is a slight optical allusion, because you see the sights farther away and think "this isn't enough zoom". Like I said above, when the mod tools come out, this will be addressed and it will feel realistic

----

Also, I did FIX the issues with the BMP, Shilka, and T72.

If this is a serious issue with some people, let me know and I can release a hotfix, otherwise I might wait a little bit to see if anything else needs to be addressed before I release a version 1.1

One side question, I noticed that the Vulcan optic zoom is almost nonexistent whereas the Shilka has full optic zoom yet they both use the same visual optics, so the question is, is this incorrect in default ArmA or is the Vulcan supposed to have almost no zoom in optic view? If they should be the same, I can easily add this to version 1.1

Once again, if anyone sees anything else wrong with 1.0, let me know.

Thanks,

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That is exactly what I wanted to do (unlock the ironsight view for staticweapons ex.M2). If you have any ideas on how to unlock this please let me know. I have a feeling it has to do with memoryPoints. For some reason BIS allowed us to move our head around on handheld weapons, but not static. Maybe it's not possible or maybe they just didn't implement it for whatever reason, but like I said, if you have any ideas on how to achieve this PLEASE try it or or let me know. This is one thing that I really wanted to change.

I'll look around and see if I can't dig something up. If I can't, I'll ask around a little. I have my doubts it can be done though, I'm betting that it's something hard coded as we're talking about vehicles here. Never know till you try though right?

As far as the zoom, it is a little less then the default BIS rifle zoom. It also is a slight optical allusion, because you see the sights farther away and think "this isn't enough zoom". Like I said above, when the mod tools come out, this will be addressed and it will feel realistic

I wasn't meaning on the rifles. I meant iron sights on vehicle machineguns. For example, the commander's machinegun on the abrams. I mean, we're talking about a weapon with no sight enhancements of any kind, so shouldn't it have the same zoom features as an m-240 or any other ironsight weapon? Then again, it may, and just be an optical illusion as well.

About the sights being further away on hand held weapons, I don't really mind that myself. I have no trouble hitting a person at 300 meters with bare ironsights like it is. In all honesty, after playing with it a little, I rather like it. At least that's my opinion with with the plain ak74 and pk. I was playing east, so I haven't tried the western weapons yet. I must admit there was a little bit of culture shock there at first since I'm used to sights taking up the whole dang screen since early ofp. Still, I got over it quickly.

One side question, I noticed that the Vulcan optic zoom is almost nonexistent whereas the Shilka has full optic zoom yet they both use the same visual optics, so the question is, is this incorrect in default ArmA or is the Vulcan supposed to have almost no zoom in optic view? If they should be the same, I can easily add this to version 1.1

Actually, I would be inclined to think that's by design. Didn't the m113 vulcan have no or very little in the way of targeting radar compared to the shilka? I could be totally wrong though, I'm by no means an expert on antiquated US AA equipment...

Once again, if anyone sees anything else wrong with 1.0, let me know.

This is minor, but grab an rpg and go to its iron sights. Your big meaty fingers take up the whole right side of the screen biggrin_o.gif. It's related to the rescaled ironsights in general, I know.

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...

As far as the zoom, it is a little less then the default BIS rifle zoom.

...

You mentioned that crux of this mod.

For this reason you be at another disadvantage against the ai and thats not acceptable.

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Interesting. If you are able to do such a thing, have you ever thought of making a visual way to aim a handgrenade using an animation? I'm thinking of a video on dslyeci's site (best of tactical fps' ) using the infiltration mod, where the players hand sticks out infront allowing you to aim based on that instead of needing some kind of crosshair. If you don't know what I am talking about I will try to track it down later. If something like that is possible, that would be great.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

@rg7621

due to engine limit that is not possible too, while that anime is what looks like now in ArmA, for me it looks better but the anime speed is quite unrealistic, there should be work around, but like i said i am no scripter, so that thing only stays at my own anime folder, its pure anime, not aim for making "aimable" nade throw

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Hi RG,

Have to agree with everyone that this is the way ARMA should have been.  (perhaps the zoomed in view could be a bit more...?)

I noticed on the video that you can freelook while in scoped mode with the point sight.  I can't get that to work.  Is that a TrackIR only ability?

I use LeftAlt to look which works well because when its released the view snaps back to front.

Cheers,

EDcase

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ah, thanks...

Well, if its possible to look while in scope mode using TrackIR, would it be possible to enable this using keyboard & mouse?

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Vids look great, will try this tonight. Top work dude.

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Hi folks.I tried to put this into arma, but I cant do it. don't understand about the command line thingy, can some one guid me through it?

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What logic did you use to decide on the zoom levels?

If it's based on something, I'd like to hear what. I'm extremely wary of anyone mucking around with the FOV/zoom without good reason. Syncing up the initial ironsight zoom to the normal FOV is one thing, but changing the level of zoom available in general requires some really solid reasoning and ideally should be based upon something tangible or even measurable.

I like the TIR changes, is there a chance that you could provide that as a separate mod?

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Me and my PB team have been using this game for training purposes and we just found this to be an excellent use.

Close quarters combat has never been easier in a game.

Thx for the "Correction" for ArmA lol

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Can't wait to try this!

(unfortunately stuck at work atm)

Any word on how it works in 3rd person vs. 1st person? Any unexpected differences?

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What logic did you use to decide on the zoom levels?

If it's based on something, I'd like to hear what. I'm extremely wary of anyone mucking around with the FOV/zoom without good reason. Syncing up the initial ironsight zoom to the normal FOV is one thing, but changing the level of zoom available in general requires some really solid reasoning and ideally should be based upon something tangible or even measurable.

I like the TIR changes, is there a chance that you could provide that as a separate mod?

There is no way I know of to get an exact measurement and correlate that to real life. I have to base it on what “feels†real. I have experimented with many many different values and the full zoom in this mod “feels†convincing as real life size. If you play around a little with full zoom constantly on, you “feel†like your in the game so to speak. Yes, the AI at longer distances are going to be a little bit smaller, but I don’t think the default BIS full rifle zoom was accurate. Sure the weapon placement felt good, but the environment was too zoomed in. With this change, it will be a SMALL fraction harder (not gigantic) to kill an AI at a long distance. Of course there will be some disagreement on how much zoom should be applied, but you have to rule out the illusion you get from seeing the iron sights farther away. Run around ingame with your gun down and fully zoomed in. Does that not “feel†pretty real?

I will also look into releasing the Head Movement as a separate mod, but you have to deal with the fact that a lot of FOV’s depending on what weapon and what vehicle are very inconsistent (It seems to me that the original FOV values were for the most part based on gun position/placement in you view rather then simulating real life size. Of course I could be wrong).

Can't wait to try this!

(unfortunately stuck at work atm)

Any word on how it works in 3rd person vs. 1st person? Any unexpected differences?

As I never use 3rdperson, I can't say. It should be the same or very similar to the default.

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Hello again Rg.(I posted comments on your Trueview video part II)

I finally tested your addon and I couldn't see any improvement concerning the ability to move the head when having the eye on the scope (like I saw in your video).

I only saw the angle improvement concerning the ability to watch back.

Do you use any specific keybind ?

(I use Alt to move the head, and right-click to zoom in).

Thanks.

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is there a possibility when your piloting a chopper or a plane to zoom out and leave the zoom out to have a better view of around?

out side the vehicles we can press 2x "-" and the zoom is out, but will it be possible to make this happen while in vehicles? would help the piloting smile_o.gif

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just a thought... wouldn't it be more useful, logical, and easier to use if your soldier was always zoomed out when he has his weapon down or at the hip, regular zoom when the weapon is at the shoulder, zoomed in when the optics are brought up to the soldier's eyes? and at the same time, no matter what level of zoom, the user would always have the ability to free look?

the way i see it, when the gun is down or at the hip, your character is in a state of all-around awareness (thus zoomed out). when the gun is at the shoulder level, the soldier is in a state of high awareness, kinda like a mini-tunnel vision mode (thus the regular zoom). when in combat mode, where the gun's optics are near the eyeball, the soldier is in a state of high alertness, or in pure tunnel vision mode (thus the zoomed in).

i'm sure one could make a similar argument as i stated above for ground and air vehicles.

imho, this should all be done automatically (of course, with full head movement freedom at all levels).

ps- it's a shame that the optics don't magnify the same way that they do in Red Orchestra. hopefully somebody will be able to address this when the tools are released.

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even with this addon, I still cannot look around while having my sight up. I know you can do this with a trackIR but I thought this mod would allow movement without it?

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I like it so far It works well with my Track IR Ill give it a few days so I might catch something.

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Nikoo and Sevan,

Sorry, I should have made it clear in the video that you need TrackIR to look around when in ironsight mode. There might be a way to unlock it for non-TrackIR users, but I doubt it.

is there a possibility when your piloting a chopper or a plane to zoom out and leave the zoom out to have a better view of around?

out side the vehicles we can press 2x "-" and the zoom is out, but will it be possible to make this happen while in vehicles? would help the piloting smile_o.gif

Sadly you will just have to hold a button to zoom out when in vehicles. I want to keep everything consistent and not make vehicle fov’s act differently then infantry. The point is you are using you virtual human eye and I want to keep that consistent across the board. There MAY be a way to toggle out in vehicles, but I don’t know of a way. If someone can figure it out, I would gladly to put it in.

just a thought... wouldn't it be more useful, logical, and easier to use if your soldier was always zoomed out when he has his weapon down or at the hip, regular zoom when the weapon is at the shoulder, zoomed in when the optics are brought up to the soldier's eyes? and at the same time, no matter what level of zoom, the user would always have the ability to free look?

the way i see it, when the gun is down or at the hip, your character is in a state of all-around awareness (thus zoomed out). when the gun is at the shoulder level, the soldier is in a state of high awareness, kinda like a mini-tunnel vision mode (thus the regular zoom). when in combat mode, where the gun's optics are near the eyeball, the soldier is in a state of high alertness, or in pure tunnel vision mode (thus the zoomed in).

i'm sure one could make a similar argument as i stated above for ground and air vehicles.

imho, this should all be done automatically (of course, with full head movement freedom at all levels).

ps- it's a shame that the optics don't magnify the same way that they do in Red Orchestra. hopefully somebody will be able to address this when the tools are released.

If I understand you correctly, you can double tap the numberpad “-“ key (2x - ) to keep your soldier zoomed out. This will be similar to the way BIS does it, but it might be a little more responsive. Try it out, but I would suggest using it as is, it is a lot less disorienting without those zoom transitions.

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