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Sath

aiming issues

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Rifles that are zeroed in at 300 meters will have you to aim lower at targets at 50 meters range which is not simulated for all weapons with red dot scopes, especially the M4 series. You can't verify the "true" trajectory because the rifles don't fire tracers even though enabled in the options.

Tank experiment:

I placed my M1A2 at the end of the runway on Chernarus and a couple of empty tanks at 500, 750, 1000, 1300 meters to learn how to use the gun and different munitions.

1. test= no targeting and sabot rounds

500 and 750 meters hits are dead center

1000 and 1300 slightly higher (second row on the reticle)

2. test= no targeting HEAT rounds

500 meters aim slightly higher

750 meters even higher (second row on the reticle)

100 and 1300 use lowest mark on the reticle

that's ok so far, Sabot rounds are significantly faster than Heat rounds.

Now comes the odd thing we start targeting our targets (visible target box on target)

Test 1 (Sabot rounds) result: aim dead center to hit all targets at all ranges

Test 2 (Heat rounds) result: Aim at the lower line of the target box to hit all targets at all ranges as long as the circle is shown. Shooting targets down and/or uphill is a different story. Btw, you have to set your view-distance to 4k to be able to see targets at 1300 meters.

What does this odd behavior want to simulate? Automatic gun alignment on the current target for all ranges? If so, it doesn't do it too well.

The M1 is a 60 tons highly automated battlestation. The gunner lases the targets and gets a firing solution then hit the trigger, that's all, the commander can override the gun controls though. ArmA used to be a simulator unlike the Battlefield series of games, so the gun controls need a retouch.

If you want to play semi-realistic you have to play as the commander, u issue orders and the gunner immediatly reacts (sometimes using the machinegun rather than the main gun on enemy tanks which killed us more then once) , u even see a lock-on symbol on the target which i'd like to have as a gunner as well to simulate a full auto aim.

I know the devs want us to develop certain skills, like manual aiming and such but that's not realistic, well it was in WW2 but not in an Abrams or T-90.

Manual aiming is still an option if your sensors fail due to system failures or damage.

Just give us a true lock-on feature int the Abrams and T-90 even including the "lead calculation" for moving targets, the AI gunner does it pretty nicely. :yay:

the commanders sights are not stabilized (turret turns him also around) unlike the Tusk version, bug or just not present in the M1A2?

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What does this odd behavior want to simulate? Automatic gun alignment on the current target for all ranges? If so, it doesn't do it too well.

I haven't tried this my self but if it behaves as you describe then it sound to me like it is simulating the auto elevation of the barrel once a target has been ranged quite well.

The gunner lases the targets and gets a firing solution then hit the trigger, that's all

Sort of...once the gunner lases a target he still has to put the targetting 'pipper' back on the target (if lead was added). Hitting a moving target still requires a fair degree of skill on the part of the gunner.

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ArmA2 most definately attempts rangefinder-elevation nonsense for the M1A2. It's a shame that they had to use the "circle square" lock method to do this though. In reality you put the crosshair on the target, lase, put the new shifted crosshair on the target, and fire.

NWDog's M1A1 targeting system for ArmA1 was pretty much perfect.

http://www.youtube.com/watch?v=gzfLvzn2_S <Steel Beasts

http://www.youtube.com/watch?v=QuQOI5P8Rfw <NWD's Tank FCS

I do not believe that the real M1A2 commander turret is stabilized but I'm not sure about that.

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But if you use the FUNCTION MODULE and SYNC it to the tank then...

...Kidding :D

Alex

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