andersson 285 Posted August 4, 2008 Kobra, aimpoint etc shouldnt have more zoom than normal ironsights. Share this post Link to post Share on other sites
echo1 0 Posted August 4, 2008 Kobra, aimpoint etc shouldnt have more zoom than normal ironsights. Not necessarily, in real life they are non-magnified too. The advantage comes from having something that is quicker to aim with than iron sights. Of course, you can do what the 6th Sense Mod does and have no zoom by default but allow you to zoom in slightly with the + key, which gives the best of both worlds. Share this post Link to post Share on other sites
roberthammer 582 Posted August 4, 2008 In real , u can't zoom any aimpoint , only the eotech can with some little "zoomer" what i saw Aimpoint optics are for close or mid-range /CQB/ fights,but no for far fights /there ACOG for that job for example/, that dot is for quick aim and shoot that's all  Share this post Link to post Share on other sites
vilas 477 Posted August 4, 2008 he wrote shouldNT missing apostrophe ' so he wrote good should not have zoom bigger than ironsight if Robert will change ZoomInit parameter he will get result, otheway he can change "eye" point in MemoryLOD we all (addonmakers) should test better magnification than BIS gave in 1.14, i will try 0.35 today and if effect will be good i will implement such vaule, cause now after 1.14 there is decreased zoom after aiming , than when you hold weapons without aiming silly, but thats how it is in 1.14 :] now as i remember it is 0.42, but i must check and compare to init zoom of "naked eye" of game character cause i observed issue with decreasing zoom after switching to aiming mode Share this post Link to post Share on other sites
hamis 0 Posted August 4, 2008 This is game,not reality.In games you have to make some sacrifices to keep functionality.I think 200m is midrange for rifles.For this range anything without zoom is useless.For me good zoom for these sights is about 0.16. Share this post Link to post Share on other sites
echo1 0 Posted August 4, 2008 For this range anything without zoom is useless. I don't think so. I think the problem is whether or not you can see the enemy in the first place, if you can see the enemy, non-zoomed iron or reflex sights are perfectly satisfactory for sending bullets in their direction. Sure you may have to take a few shots to kill them, but these are normal rifles we're talking about, not snipers. For anything beyond 400m, zoom begins to become neccessary, but most fighting takes place under 300m anyway. Share this post Link to post Share on other sites
sparks50 0 Posted August 4, 2008 300m Is pretty much on the limit of a non-scoped assault rifle usefulness. Share this post Link to post Share on other sites
vilas 477 Posted August 4, 2008 problem is that when I made such short distance weapons, people were angry that they don't fit BIS weapons and my units always loose battle now Robert has to think - playability or ability to mix with BIS units, cause if he will give 300 m, than all his units in mission AI, have no chance with BIS units which kill them from 400 meters Share this post Link to post Share on other sites
echo1 0 Posted August 4, 2008 problem is that when I made such short distance weapons, people were angry that they don't fit BIS weapons and my units always loose battlenow Robert has to think - playability or ability to mix with BIS units, cause if he will give 300 m, than all his units in mission AI, have no chance with BIS units which kill them from 400 meters Obviously the solution here is to arm the AI with your weapons too? Share this post Link to post Share on other sites
vilas 477 Posted August 4, 2008 of course yes, but when Robert will do such trick in his addon, he must write in readme to not mix with other addons because of AI max fire range Share this post Link to post Share on other sites
bangtail 0 Posted August 5, 2008 Is there a list of the weapons designations within the game? There are none in the readme and no example units. Cheers E Share this post Link to post Share on other sites
wipman 1 Posted August 5, 2008 Hi, there isn't any weapons or magazines classnames in the readme, i guess that that's because it's a public Beta to colect feedback on what to improve, where are some unspotted bugs and all that; but i agree that's a bit sad to don't have the classnames so the people could begin to make missions using this weapons or addon units that will use the existing weapons over the time. Let's C ya Share this post Link to post Share on other sites
bangtail 0 Posted August 6, 2008 Hi, there isn't any weapons or magazines classnames in the readme,i guess that that's because it's a public Beta to colect feedback on what to improve, where are some unspotted bugs and all that; but i agree that's a bit sad to don't have the classnames so the people could begin to make missions using this weapons or addon units that will use the existing weapons over the time. Let's C ya Its a little lame that we are restricted to the Armoury tbh, I dont see that it would hurt to release the class names but I guess RH has his reasons. Great pack all the same. E Share this post Link to post Share on other sites
roberthammer 582 Posted August 6, 2008 Here you are classmanes Quote[/b] ]Weapons  -  Ammo RH_ak47    RH_30Rnd_762x39_mag RH_aks47g   RH_30Rnd_762x39_mag RH_aks47s   RH_30Rnd_762x39_mag RH_aks47   RH_30Rnd_762x39_mag RH_aks47b   RH_30Rnd_762x39_mag RH_ak47gl   RH_30Rnd_762x39_mag , 1Rnd_HE_GP25 RH_akm     RH_30Rnd_762x39_mag RH_akms    RH_30Rnd_762x39_mag RH_akmsp   RH_30Rnd_762x39_mag RH_akmgl    RH_30Rnd_762x39_mag , 1Rnd_HE_GP25 RH_rk95     RH_30Rnd_762x39_mag RH_rk95ag   RH_30Rnd_762x39_mag RH_rk95aim   RH_30Rnd_762x39_mag RH_rk95sd   RH_30Rnd_762x39_SDmag  RH_rk95sdaim RH_30Rnd_762x39_SDmag RH_rk95sdag  RH_30Rnd_762x39_SDmag RH_an94    RH_30Rnd_545x39_an94_mag RH_an94gl    RH_30Rnd_545x39_an94_mag , 1Rnd_HE_GP25 RH_aks74u   RH_30Rnd_545x39_AKSU_mag RH_aks74usd    30Rnd_545x39_AKSD RH_aks74upt   30Rnd_545x39_AKSD , RH_1Rnd_30mm RH_aks74uptsp 30Rnd_545x39_AKSD , RH_1Rnd_30mm RH_aks74uk   RH_30Rnd_545x39_AKSU_mag RH_aks74usdk    30Rnd_545x39_AKSD RH_aks74uptk  30Rnd_545x39_AKSD , RH_1Rnd_30mm RH_bizon     RH_64Rnd_9x18_PM RH_bizonk    RH_64Rnd_9x18_PM RH_bizonsd    RH_64Rnd_9x18_PMSD RH_bizonsdk  RH_64Rnd_9x18_PMSD RH_svd     10Rnd_762x54_SVD RH_svdb     10Rnd_762x54_SVD RH_svdg     10Rnd_762x54_SVD RH_ak74     30Rnd_545x39_AK RH_ak74gl    30Rnd_545x39_AK, 1Rnd_HE_GP25 RH_ak74k    30Rnd_545x39_AK RH_ak74kgl   30Rnd_545x39_AK, 1Rnd_HE_GP25 RH_ak74sp   30Rnd_545x39_AK RH_aks74    30Rnd_545x39_AK RH_aks74gl   30Rnd_545x39_AK, 1Rnd_HE_GP25 RH_aks74k    30Rnd_545x39_AK RH_aks74kgl   30Rnd_545x39_AK, 1Rnd_HE_GP25 RH_aks74sp   30Rnd_545x39_AK RH_oc14     RH_20Rnd_9x39_SP6_mag RH_oc14gl    RH_20Rnd_9x39_SP6_mag, 1Rnd_HE_GP25 RH_gr1      RH_30Rnd_762x39_mag RH_oc14sd   RH_20Rnd_9x39_SP6SD_mag RH_gr1sd     RH_30Rnd_762x39_SDmag RH_oc14sp   RH_20Rnd_9x39_SP6_mag RH_oc14glsp  RH_20Rnd_9x39_SP6_mag, 1Rnd_HE_GP25 RH_gr1sp     RH_30Rnd_762x39_mag RH_oc14sdsp  RH_20Rnd_9x39_SP6SD_mag RH_gr1sdsp   RH_30Rnd_762x39_SDmag RH_pks      RH_200Rnd_762x54_PK, 100Rnd_762x54_PK RH_pkm     RH_200Rnd_762x54_PK, 100Rnd_762x54_PK RH_rpk47    RH_75Rnd_762x39_mag RH_rpk74    RH_75Rnd_545x39_mag RH_rpg7     RH_PG7V, RH_PG7VR RH_rpg7v    RH_PG7VV, RH_PG7VVR Share this post Link to post Share on other sites
bospor 0 Posted August 6, 2008 I noticed that the recoil on all the weapons is exactly the same - up and to the right. Is it possible to mix a little. Say AK-74U should have much higher dispersion than the AK-74 or AKS. When you get the RPK from the crate, you also pick up ammo drums just like regular AK magazines. That's a bit too much ammo for one guy! Make it like PKM, so that he can get less drums, but cause they have 75 rounds each, that should be fine. If you want to use magazines for the RPK, please leave the drums also, what's the big deal if we have both versions? I like drums much better, plus it is a good balance thing cause the West has automatic gunner and the MG gunner, but the East only have PKM gunner. Underbarrel grenades for Tishina or GP launchers are almost completely useless. I fired one at the group of three soldiers and only scared the shit out of them. Could you please increase the firepower for those grenades? RPG-7V grenades are way stronger than RPG-7VR, twice as strong to be exact. It should be other way around. Also, is it possible to add the TB (thermobaric) grenade for the RPG-7V launcher? Share this post Link to post Share on other sites
bospor 0 Posted August 8, 2008 Found more little problems. Seems that the speed of the bullet of the RH AKs is much slower than the BIS AKs. I think we all are more used to the "standard" now, probably keep those values the same. The scope for Groza is useless, so is Kobra in Bizon. The bullet hits WAY above the reticle in the scope. Just add a chevron on the optics where the bullet hits and it should be OK. The SVD suppose to have cherry color stock, not so red. Same as AK-74SU, those look great. Share this post Link to post Share on other sites
roberthammer 582 Posted August 9, 2008 Bospor: thx for bugs report some are fixed Recoils - now are updated and lot better /thx q1184/ Bizons are fixed ,but Groza Scope with SD no , its caused of some bug of Arma /some BIS have this problem too/ RPG's -RPG7V optic works, damage of those rockets are 100% same as BIS rockets and GP30 grenade too.To add more rocket types of rpg maybe later. Tishina is for to dammage cars like UAZ and Tishina is not to kill 30 soldiers with one nade ,but only one or three or to injure /i tested that and works now/ AK47 is slower then ak74 bullet and 74's guns are shooting same fast as BIS 74 Some other fixes , tommorow i will probably release a new beta Share this post Link to post Share on other sites
echo1 0 Posted August 9, 2008 Also, is it possible to add the TB (thermobaric) grenade for the RPG-7V launcher? For one, to properly simulate a thermobaric weapon would require a lot of scripting work (otherwise it would just act as an over-powered RPG). Then you have to consider that as there is almost no combat in or against buildings in ArmA, what would the point be? Share this post Link to post Share on other sites
Commando84 0 Posted August 9, 2008 of course there is combat in or near buildings in Arma! Haven't you played warefare? the official Capture the island mission? Sometimes you end up in 'em bunkers taking cover to capture a town or to prevent the enemy players and A.i from doing so. To clear bunkers in arma would be cool with other weapons than just the old grenades Share this post Link to post Share on other sites
echo1 0 Posted August 9, 2008 No, I havent got around to it yet... (I feared a multiplayer mode would feature something that would render my opinion outdated, oh well :P) Share this post Link to post Share on other sites
zyerasu 0 Posted August 9, 2008 There is a small error with the Rk95 + ACOG targeting reticle in your rh_aks addon. Trijicon ACOG's which are in the use of the FDF have donut shaped reticles and not the arrow shaped ones which your addon pack uses. You can find picture from the correct reticle from Trijicon's offical website. Also the  magzine seems to be little too big. Here is are couple of links for Rk95 with ACOG (notice cheek rest part) and Rk95 with red dot sight and tactical light. Here is another picture from Rk95 with ACOG in "first-person view" to give you some idea how big that rail system for the scope actually is. Share this post Link to post Share on other sites
echo1 0 Posted August 9, 2008 Its possibly been brought up before, but M16A1s need sleeves around the fore end to attach an M203 like so. Your M16A1 has the M203 hanging off the regular fore-end which looks rather odd (asides from being completely incorrect) Share this post Link to post Share on other sites
RabidStoat 39 Posted August 9, 2008 This may be slightly OT, but is there any way to quickly disable the parallax scopes? I get the white tunnel glitch every time I enter a shadow atm and it irritates me. It works great, and I love how much more accurate it seems, but the tunnel.. Enough bitching, I love the pack Share this post Link to post Share on other sites
roberthammer 582 Posted August 10, 2008 zyerasu: only a replace targeting reticle ch_123: if i start rework of M4/M16 pack , it will be RabidStoat :I try the fix that tunnel Share this post Link to post Share on other sites
maza94 0 Posted August 14, 2008 will you add KBK Beryl to EU pack? Maybe if i find some parts of that Beryl , btw u mean Beryl that new like this one? -Beryl Commando Pic- exactly, but that's beryl comando ( newiest version for special forces ) I mean something like this: first from right http://img.photobucket.com/albums....yl1.jpg or this Share this post Link to post Share on other sites