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gmJamez

SightAdjustment (windage+elevation)

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Nice work but is like a cheat

Hi smile_o.gif

"Cheat" he he, i don't think so smile_o.gif 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 smile_o.gif

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havent tried this yet but i ranted in OFP for a BDC for years....they basically do the same thing....sorta kudos to you

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Hi all smile_o.gif

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 rofl.gifrofl.gif

Thanks again to gmJamez for this script/addon and NonWonderDog for some mathematics adjustment for MoA smile_o.gif

Download here:Barrett M82A1A (SARS) w/ Leupold MARK4 6.5-20X50mm LR/T Rifle scope with gmJamz SightAdjustment.

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Nice work m8, can't wait till the update! By the way, where did you find that m82 with the adjustable scope zoom?

thumbs-up.gif

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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

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Nice work m8, can't wait till the update! By the way, where did you find that m82 with the adjustable scope zoom?

thumbs-up.gif

Hi

That M82A1A are included in my unfinished [RAST]Sniper Pack. I have to convert it to ArmA.... damn job sad_o.gif 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 wink_o.gif And the SightAdjustment from gmJamez are amazing for us snipers, he he

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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 wink_o.gif

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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 wink_o.gif

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

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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 wink_o.gif

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

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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 wink_o.gif

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 tounge2.gif

"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

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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 smile_o.gif

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?

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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 confused_o.gif

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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 confused_o.gif

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 smile_o.gif I tell you when i figured it out or maybe someone here have a way to set max windage and elevation? smile_o.gif

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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.

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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 biggrin_o.gif

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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!

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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 biggrin_o.gif

Hi gmJamez smile_o.gif

Thanks, I'm gonna check out your new update tounge2.gif

I'm working with the Range card, but not sure how i can add that into the game confused_o.gif

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...

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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.

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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 biggrin_o.gif

Hi gmJamez smile_o.gif

Ok. I did a test with your new update tounge2.gif 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

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Great job on the new version, but I've got some more tweaks. wink_o.gif

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;

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Good work NonWounderDog smile_o.gif

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; huh.gif?

_mine = GMJ_SA_MINELEVATION / 75;

_maxe = GMJ_SA_MAXELEVATION / 75;

_minw = GMJ_SA_MINWINDAGE / 70;

_maxw = GMJ_SA_MAXWINDAGE / 70;

#endif

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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.

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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

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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.

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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 smile_o.gif

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