Maximus-Sniper 0 Posted July 17, 2007 Nice work but is like a cheat Hi "Cheat" he he, i don't think so What do they do in real life?, Sniper have an spotter/observer that's told u exactly the same thing, distance, speed, wind and look down on his paper/table and tells u how many "clicks" up/down, left/right u have to adjust Share this post Link to post Share on other sites
bigdog632 0 Posted July 17, 2007 havent tried this yet but i ranted in OFP for a BDC for years....they basically do the same thing....sorta kudos to you Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 Hi all Okay, i did a new test. Now i have changed to adjustments 1/4 MoA (like American sniper scopes, idea from NonWonderDog). So far so good, everything look perfect. I'm using my ballistic data for M82A1A with M33 Ball ammo. As you can see in the short movie is the first bullet will show you where it hit at zeroed 500m/w 20x Scope. And you can see I change my MoA to +19.5 to eliminate my target at 1000 m. The last shoot, just see and learn Thanks again to gmJamez for this script/addon and NonWonderDog for some mathematics adjustment for MoA Download here:Barrett M82A1A (SARS) w/ Leupold MARK4 6.5-20X50mm LR/T Rifle scope with gmJamz SightAdjustment. Share this post Link to post Share on other sites
grof_lucifer 0 Posted July 18, 2007 Nice work m8, can't wait till the update! By the way, where did you find that m82 with the adjustable scope zoom? Share this post Link to post Share on other sites
4 IN 1 0 Posted July 18, 2007 nicely done, but wouldnt it be better to limit the setting to a number? as a side note, this also shows a little lack of the ballistic model in ArmA: bullet will kill you nomatter what range, and in theory, a .50 cal cant hit target 2 KM down range dead on without huge sum of luck Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 Nice work m8, can't wait till the update! By the way, where did you find that m82 with the adjustable scope zoom? Hi That M82A1A are included in my unfinished [RAST]Sniper Pack. I have to convert it to ArmA.... damn job But the Rifle are from King Homer.(OFP) I have made some model changes and change the scope and with zoom 6.5x20x50mm Leopold Mark4 And the SightAdjustment from gmJamez are amazing for us snipers, he he Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 nicely done, but wouldnt it be better to limit the setting to a number?as a side note, this also shows a little lack of the ballistic model in ArmA: bullet will kill you nomatter what range, and in theory, a .50 cal cant hit target 2 KM down range dead on without huge sum of luck Hi. Effective kill range with an M82A1 is 1837m. But you can kill some one at 2347m, read it someplace an USMC Sniper kill a man in Afghanistan. Max bullet range is 6500m Share this post Link to post Share on other sites
4 IN 1 0 Posted July 18, 2007 nicely done, but wouldnt it be better to limit the setting to a number?as a side note, this also shows a little lack of the ballistic model in ArmA: bullet will kill you nomatter what range, and in theory, a .50 cal cant hit target 2 KM down range dead on without huge sum of luck Hi. Effective kill range with an M82A1 is 1837m. But you can kill some one at 2347m, read it someplace an USMC Sniper kill a man in Afghanistan. Max bullet range is 6500m 6.5K?*dugging out my dusty casio calculator* at that range all momentum and speed needs to kill a man is already gone, are you sure your readings is correct? the current .50 cal recorded kill should still be the Canadian sniper made in 2002 with recorded range of 2.4K with a single shot McMillan  Tac-50 .50cal rifle Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 nicely done, but wouldnt it be better to limit the setting to a number?as a side note, this also shows a little lack of the ballistic model in ArmA: bullet will kill you nomatter what range, and in theory, a .50 cal cant hit target 2 KM down range dead on without huge sum of luck Hi. Effective kill range with an M82A1 is 1837m. But you can kill some one at 2347m, read it someplace an USMC Sniper kill a man in Afghanistan. Max bullet range is 6500m 6.5K?*dugging out my dusty casio calculator* at that range all momentum and speed needs to kill a man is already gone, are you sure your readings is correct? the current .50 cal recorded kill should still be the Canadian sniper made in 2002 with recorded range of 2.4K with a single shot McMillan Tac-50 .50cal rifle hi Trying to find that article with that sniper kill. Basic info of M82A1: M82A1 * Caliber: .50 BMG (12.7 x 99 mm) * Operation: short recoil, semi-automatic * Overall length: 1150 (48") or 1220 mm (57") * Barrel length: 508 (20") or 737 mm (29") * Feed device: 10-round detachable box magazine * Sights: 10x telescopic * Mass: 14.0 kg [about 30.9 pounds] empty * Muzzle velocity: 853 m/s [2850 f/s] with 660 grain, 42.8 g projectile * Maximum effective range: 1800 m * Maximum range: 6800 m * Expected accuracy: Sub-MOA with match ammo * Unit replacement cost: $8010.00 US Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 nicely done, but wouldnt it be better to limit the setting to a number?as a side note, this also shows a little lack of the ballistic model in ArmA: bullet will kill you nomatter what range, and in theory, a .50 cal cant hit target 2 KM down range dead on without huge sum of luck Hi. Effective kill range with an M82A1 is 1837m. But you can kill some one at 2347m, read it someplace an USMC Sniper kill a man in Afghanistan. Max bullet range is 6500m 6.5K?*dugging out my dusty casio calculator* at that range all momentum and speed needs to kill a man is already gone, are you sure your readings is correct? the current .50 cal recorded kill should still be the Canadian sniper made in 2002 with recorded range of 2.4K with a single shot McMillan Tac-50 .50cal rifle Ok i think i found it "The current world record for the longest range sniper kill is 2,430 meters (7,972 feet), accomplished by a Canadian sniper, Corporal Rob Furlong, of the third battalion Princess Patricia's Canadian Light Infantry (3 PPCLI), during the invasion of Afghanistan, using a .50 BMG (12.7mm) McMillan TAC-50 bolt-action rifle. This meant that the bullet had a flight time of ≈ 4.5 seconds, and a drophttp://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Height_at_x of ≈ 70 meters (230 feet)." "The two-man Canadian team, coupled with American Sgt. Zevon Durham of Greenville, S.C., made the kill from 2,430 metres, or nearly 2 1/2 kilometres, on the second shot." The longest-ever confirmed sniper kill was made by Master Cpl. Arron Perry of the Canadian Armed Forces in Afghanistan during combat in 2003. Using a .50-caliber MacMillan TAC-50 rifle, Perry shot and killed an Afghan soldier from a distance of 2,430 metres. "The record was set during Operation Anaconda when a Canadian three-man sniper team from the Princess Patricia's Canadian Light Infantry, (PPCLI), set the new record with a shot on a Taliban fighter" Basic info McMillan TAC-50: Weight 11.8 kg Length 1,448 mm Barrel length 736 mm Cartridge .50 BMG (12.7 x 99 mm) Caliber 12.7 mm Action manually operated rotary bolt action Muzzle velocity approx. 850 m/s Effective range 2000 m Feed system 5 round detachable box magazine Sights Customizable; 16x telescopic sight standard in Canadian Forces Sorry i read a wrong article, he he Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 nicely done, but wouldnt it be better to limit the setting to a number?as a side note, this also shows a little lack of the ballistic model in ArmA: bullet will kill you nomatter what range, and in theory, a .50 cal cant hit target 2 KM down range dead on without huge sum of luck Hi Back to your question again about limit the numbers. I found out with my Lepold Mark4 6.5x20x50mm it's max 70 windage and elevation. Hmm.. most find a way to set i to max 70 in the script? Share this post Link to post Share on other sites
4 IN 1 0 Posted July 18, 2007 hum, if i want to have best possible realism for my addon i'd have a go, problem is, i am not a modder and my scripting skill is about 0 Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 hum, if i want to have best possible realism for my addon i'd have a go, problem is, i am not a modder and my scripting skill is about 0 Hi. I want to have best realism me too in my pack. But you gave me an idea to stop counting after max MoA adjustment for the scope. But I'm not really sure how i can stop that... need to do some resource on those script again, hmm But thanks anyway for the idea I tell you when i figured it out or maybe someone here have a way to set max windage and elevation? Share this post Link to post Share on other sites
strango 5 Posted July 18, 2007 Hmm.. most find a way to set i to max 70 in the script? Inside SightAdjustmentOnKeyDown.sqf Here's an example as to how to limit the max up: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> case 200: { if (SightAdjustmentElevation < MaxElevation) then { SightAdjustmentElevation = SightAdjustmentElevation + _adj; }; _handled = true; }; You would need to set the value of MaxElevation inside SightAdjustmentInit.sqf You can do the same for Min Elevation, Max Windage and Min Windage. Share this post Link to post Share on other sites
gmJamez 0 Posted July 18, 2007 I've just uploaded a new version with quite a few improvements. See the first post for a list of what changed. @Maximus-Sniper: The max/min values are now set to 70 and can be changed without editing the scripts but by simply changing the values in the config file Share this post Link to post Share on other sites
NonWonderDog 0 Posted July 18, 2007 EDIT: whoops, seems I'm 10 minutes behind. This was a post about how to add max elevation. I'll check out the new version! Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 I've just uploaded a new version with quite a few improvements. See the first post for a list of what changed.@Maximus-Sniper: The max/min values are now set to 70 and can be changed without editing the scripts but by simply changing the values in the config file Hi gmJamez Thanks, I'm gonna check out your new update I'm working with the Range card, but not sure how i can add that into the game Not sure if it possible to load i pic into the game via User Action or something. I have a Range Card for my rifle w/ M33 Ball.. but i have different ammo to, he he with different initspeed... Share this post Link to post Share on other sites
Scrub 0 Posted July 18, 2007 This is just fantastic! Thank you. The Regiment (and just about every tanker that plays ArmA) would love this technology in it's tanks. Thanks for taking the lead, and await what I'm sure will follow. Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 18, 2007 I've just uploaded a new version with quite a few improvements. See the first post for a list of what changed.@Maximus-Sniper: The max/min values are now set to 70 and can be changed without editing the scripts but by simply changing the values in the config file Hi gmJamez Ok. I did a test with your new update Works perfect, only one ting, he he The adjustment clicks didn't stop at max +75 - 75 MoA ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //#define GMJ_SA_USEMIL #define GMJ_SA_USEMOA #define GMJ_SA_MINELEVATION -75 #define GMJ_SA_MAXELEVATION 75 #define GMJ_SA_MINWINDAGE -70 #define GMJ_SA_MAXWINDAGE 70 Any idea how to fix that? he he EDIT: About Enable adjustments only when using optics/sights. I think I have see somewhere how u can add weapons into a script for checking if that weapon the user are firing with, somehow you can add. M107, M24 ................. Not sure where i did see that.. maybe i have that in my scripts for recognize the ammo for running tracer. Thanks again Share this post Link to post Share on other sites
NonWonderDog 0 Posted July 18, 2007 Great job on the new version, but I've got some more tweaks. The min/max values only work for mils. Otherwise, they're in degrees instead of MoA. The clicks keep playing after you've reached max elevation, too, which is kind of annoying. Furthermore, the mils are still a little bit inaccurate. The atan2 command returns a value in degrees, and by dividing by 45 instead of converting to radians (vectorDir is the projection of direction onto a unit sphere, remember) you get a value about 80% of what it should be. Here's how to fix all that. First, make SightAdjustmentOnKeyDown look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include <SightAdjustmentConfig.h> private ["_v0", "_key", "_v2", "_v3", "_adj", "_val", "_handled", "_mine", "_maxe", "_minw", "_maxw"]; _v0 = _this select 0; _key = _this select 1; _v2 = _this select 2; _v3 = _this select 3; //player sideChat (format ["%1, %2, %3, %4", _v0, _key, _v2, _v3]); #ifdef GMJ_SA_USEMIL _adj = 1 / 10000; // radians _mine = GMJ_SA_MINELEVATION / 10000; _maxe = GMJ_SA_MAXELEVATION / 10000; _minw = GMJ_SA_MINWINDAGE / 10000; _maxw = GMJ_SA_MAXWINDAGE / 10000; #endif #ifdef GMJ_SA_USEMOA _adj = (1 / 60) / 4; // degrees _mine = GMJ_SA_MINELEVATION / 60; _maxe = GMJ_SA_MAXELEVATION / 60; _minw = GMJ_SA_MINWINDAGE / 60; _maxw = GMJ_SA_MAXWINDAGE / 60; #endif _handled = false; if(GMJ_SA_ISOPTICSMODEACTIVE) then { switch(_key) do { case GMJ_SA_KEY_Einc: { if(GMJ_SA_CURELEVATION < _maxe) then { GMJ_SA_SET_CURELEVATION((GMJ_SA_CURELEVATION + _adj)); _handled = true; }; }; case GMJ_SA_KEY_Edec: { if(GMJ_SA_CURELEVATION > _mine) then { GMJ_SA_SET_CURELEVATION((GMJ_SA_CURELEVATION - _adj)); _handled = true; }; }; case GMJ_SA_KEY_Winc: { if(GMJ_SA_CURWINDAGE < _maxw) then { GMJ_SA_SET_CURWINDAGE((GMJ_SA_CURWINDAGE + _adj)); _handled = true; }; }; case GMJ_SA_KEY_Wdec: { if(GMJ_SA_CURWINDAGE > _minw) then { GMJ_SA_SET_CURWINDAGE((GMJ_SA_CURWINDAGE - _adj)); _handled = true; }; }; default { _handled = false; }; }; if(_handled) then { playSound "GMJ_SightAdjustmentClick"; hint format ["%1/%2", [GMJ_SA_CURELEVATION] call GMJ_SA_FGETTEXT, [GMJ_SA_CURWINDAGE] call GMJ_SA_FGETTEXT]; }; }; _handled Then, in SightAdjustmentOnFired, replace this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#ifdef GMJ_SA_USEMIL _w = (GMJ_SA_CURWINDAGE atan2 1000) / 45; _e = (GMJ_SA_CURELEVATION atan2 1000) / 45; #endif #ifdef GMJ_SA_USEMOA _w = (GMJ_SA_CURWINDAGE * pi) / 180; _e = (GMJ_SA_CURELEVATION * pi) / 180; #endif with this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#ifdef GMJ_SA_USEMIL _w = GMJ_SA_CURWINDAGE; _e = GMJ_SA_CURELEVATION; #endif #ifdef GMJ_SA_USEMOA _w = (GMJ_SA_CURWINDAGE * pi) / 180; _e = (GMJ_SA_CURELEVATION * pi) / 180; #endif I think that's all. EDIT: Oh, yeah. In SightAdjustmentGetText, change: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_val = round(_v0 * 10) / 10; to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_val = round(_v0 * 10000) / 10; Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 19, 2007 Good work NonWounderDog But my clicks stop at +60.25 -60.25 MoA I have change it to Ele max +75-75 MoA and wind +70-70 MoA but it stops at 60.25, hmm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #ifdef GMJ_SA_USEMOA _adj = (1 / 60) / 4; <------------ hmm, maybe change this to (1 / 75) / 4; ? _mine = GMJ_SA_MINELEVATION / 75; _maxe = GMJ_SA_MAXELEVATION / 75; _minw = GMJ_SA_MINWINDAGE / 70; _maxw = GMJ_SA_MAXWINDAGE / 70; #endif Share this post Link to post Share on other sites
NonWonderDog 0 Posted July 19, 2007 Hmm... it works for me. I think those were the only things I changed. Maybe look over it again on your end? It should definitely be 1/60/4, though, since that's 1/4MoA in degrees. Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 19, 2007 Hmm... it works for me. I think those were the only things I changed. Maybe look over it again on your end? It should definitely be 1/60/4, though, since that's 1/4MoA in degrees. Yeah... don't need to change (1 / 60) / 4; thats 1/4 MoA... Wrong line for me, he he But still stop at 60,25 MoA, hmmm Share this post Link to post Share on other sites
NonWonderDog 0 Posted July 19, 2007 Whoops, I see the problem. Don't change the "_mine = GMJ_SA_MINELEVATION / 60" etc in the OnKeyDown file. That's for the conversion from MoA to degrees, regardless of the maximums. Min/max settings are still made in the header file. Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 19, 2007 Hmm... it works for me. I think those were the only things I changed. Maybe look over it again on your end? It should definitely be 1/60/4, though, since that's 1/4MoA in degrees. Thanks gonna do a Copy and paste here. And check again Share this post Link to post Share on other sites