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MaikCG

sniper rifles

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arma2 sim? :mad: arma2 is a children's arcade :D

add a configuration entry for the correction of vertical shift for the long distance :391: when shooting at long distances need to aims at the sky

as an example, see the game "Joint Operations: Typhoon Rising"

delete the zoom from the scope. to not disappeared meaning sighting grid

make a normal delay breathes in the firing

as an example, see the game "Call of Duty 4: Modern Warfare"

and allow free choice of camouflage is not tied to the squad role of

sorry my bad english

Edited by MaikCG

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and do not forget about the derivation

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When you refer to other games as sources of realism features, at least make sure that those games actually implement those features realistically. The COD4 breath system feels like the guy is on crack or something, just like it feels when playing the rest of the game.

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This?!

Lulziez, this is a major facepalm moment.

Bullets drop -_-

You know that gravity thing your phyics teacher teaches in school? Like, why you always fall down when you trip or why we aint all flying around into space...

I dont think bullets get a no gravity pass...

27 inches in 200 yards on a huntin rifle.

Edited by chaplainDMK

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Yes, its called gravity and even when shooting at long distances... gravity > all. NOTHING IN COD4 COUNTS AS LONG DISTANCE, even the one sniping mission when you take off the guys arm has the bullet shift 20m or something left or right...granted they got the principle right (one that ARMAII didnt, btw) with the coriolis effect. But failed in the execution of it, since the bullet is much more resistant to wind than that.

However ARMA II only has gravity as a factor, it does not have a wind factor nor the coriolis effect.

Edited by Cheeba

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Yes, its called gravity and even when shooting at long distances... gravity > all. NOTHING IN COD4 COUNTS AS LONG DISTANCE, even the one sniping mission when you take off the guys arm has the bullet shift 20m or something left or right...granted they got the principle right (one that ARMAII didnt, btw) with the coriolis effect. But failed in the execution of it, since the bullet is much more resistant to wind than that.

However ARMA II only has gravity as a factor, it does not have a wind factor nor the coriolis effect.

Well imagine, 40 guys with 800rpm rifles, 8 or so guys with support weapons, helis with rotary cannons, tanks etc. and all those rounds would have to have coriolis effect and wind deflection + gravity calculated...

What next? A realistic penetration system and realisticly modeled airplane aerodynamics and handeling etc.

Ye sure, anyone got a spare CIA supercomputer i can use to play?

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Well imagine, 40 guys with 800rpm rifles, 8 or so guys with support weapons, helis with rotary cannons, tanks etc. and all those rounds would have to have coriolis effect and wind deflection + gravity calculated...

What next? A realistic penetration system and realisticly modeled airplane aerodynamics and handeling etc.

Ye sure, anyone got a spare CIA supercomputer i can use to play?

It wouldnt be that hard to implement, as only the sniper and other scoped weapons would be affected or even noticeable at the kind of range where these factors come into play.

I was only mentioning these other factors to let the OP know that the bullet drop of a round in flight is ONE thing the shooter has to take into account in this game and he is complaining about it, yet in reality there is soooo much more to factor in when sniping at long distances.

Moral of the story....OP should stick to COD4 and Halo games.

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This?!

Lulziez, this is a major facepalm moment.

Bullets drop -_-

You know that gravity thing your phyics teacher teaches in school? Like, why you always fall down when you trip or why we aint all flying around into space...

I dont think bullets get a no gravity pass...

27 inches in 200 yards on a huntin rifle.

Compare

0:36

and

0:43 configured with an amendment to the shot distance. see on the left side of the scope

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Coriolis effect? That's only really relevant to ICBM's and long range artillery. Its also used in toilets. I doubt it would make a pixels worth of difference in ARMA2.

Seriously where are you getting this crap from?

Can't you even read a wikipedia article properly?

A lot of the rounds do seem to pull to the right

Edited by householddog

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Wind was in ArmA1 through an addon. It worked in junction with the wind present in ARMA. If worse weather with more wind - so it affected your bullet more. You could look at the grass, impact dust, any dust, smoke, muzzle smoke, trees, bushes, clouds to see where it was blowing, and after a while you got good at roughly set your scope - shot a round and correct the finishing touch.

Very nice - im sure we get it in ARMA2.

Alex

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The problem with wind, is that even if you implement realistic models of the effects wind has on bullets, current graphics don't allow realistic standard wind estimation techniques. This is a very partial implementation as you're implementing a problem without implementing its solution, which results in less realism than not implementing it at all.

Coriolis is pretty much never an effect for snipers. It only really becomes significant when your firing range is measured in kilometers (tanks, artillery).

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the problem is not in the wind

the main problem in the absence of scope vertical shift settings for long distances as in life, do not make even need any amendments to ballistics. just change the angle of departure from the trunk of bullets to simulate a amendments scope's

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Coriolis effect? That's only really relevant to ICBM's and long range artillery. Its also used in toilets. I doubt it would make a pixels worth of difference in ARMA2.

Seriously where are you getting this crap from?

Can't you even read a wikipedia article properly?

Actually it does affect bullets, you shouldnt really comment on issues that you clearly have no idea what they're about. I have real-life military experience with long range sniper rifles. I was in afghanistan from 2002-2004 as a marksman and know from first hand experience that the earth's rotation does indeed affect the trajectory of an inflight projectile. The further the distance, the more compensation is needed. Wind, gravity, coriolis, angle, and the rounds velocity/weight all need to be taking into consideration when firing at long range.

Kthxbai.

Coriolis is pretty much never an effect for snipers. It only really becomes significant when your firing range is measured in kilometers (tanks, artillery).

Not so, even under 1000m...the round may be off its mark to the left or right without a wind factor due to a very slight rotation.

Edited by Cheeba

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Actually it does affect bullets, you shouldnt really comment on issues that you clearly have no idea what they're about. I have real-life military experience with long range sniper rifles. I was in afghanistan from 2002-2004 as a marksman and know from first hand experience that the earth's rotation does indeed affect the trajectory of an inflight projectile. The further the distance, the more compensation is needed. Wind, gravity, coriolis, angle, and the rounds velocity/weight all need to be taking into consideration when firing at long range.

Kthxbai.

Not so, even under 1000m...the round may be off its mark to the left or right without a wind factor due to a very slight rotation.

Im not an expert but on Future weapons they had a calculator for adjusting the aim and it had the coriolis effect as an issue

---------- Post added at 09:15 PM ---------- Previous post was at 09:13 PM ----------

the problem is not in the wind

the main problem in the absence of scope vertical shift settings for long distances as in life, do not make even need any amendments to ballistics. just change the angle of departure from the trunk of bullets to simulate a amendments scope's

Oh, someone whos an expert on this should explain. I know in OFP elite you adjusted the distance by zooming in and out, like at max zoom if your firing very near the bullet would go skywards.

Dont know if this is in ArmA2, preaty sure it is

---------- Post added at 09:18 PM ---------- Previous post was at 09:15 PM ----------

It wouldnt be that hard to implement, as only the sniper and other scoped weapons would be affected or even noticeable at the kind of range where these factors come into play.

I was only mentioning these other factors to let the OP know that the bullet drop of a round in flight is ONE thing the shooter has to take into account in this game and he is complaining about it, yet in reality there is soooo much more to factor in when sniping at long distances.

Moral of the story....OP should stick to COD4 and Halo games.

Then only snipers would have to be affected, since eaven if the round went like 0,5mm to the right it would still have to calculate that and that wouldnt help performace :D

So it would have to be reserved to sniper rifles, tank cannons, heavy machineguns and artilery (long range weaponry) and eaven then you would have real problems with performance.

So i realy dont mind not having them.

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If you had a calculator for that you can check exactly how much offset it causes at most.

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I don't know why people are complaining about this being resource intensive, adjusting for elevation would take near enough 0 resources and it would all be client side anyway. I suggest there should also be an adjustment for the m203 like in AA3.

Without elevation adjustment for things that have it and need it in real life like grenade launchers and sniper rifles, this game is an unrealistic guessing game.

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I don't know why people are complaining about this being resource intensive, adjusting for elevation would take near enough 0 resources and it would all be client side anyway. I suggest there should also be an adjustment for the m203 like in AA3.

Without elevation adjustment for things that have it and need it in real life like grenade launchers and sniper rifles, this game is an unrealistic guessing game.

Yes, but people want wind and coriolis effects calculated...

That eats up resources

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the problem is not in the wind

the main problem in the absence of scope vertical shift settings for long distances as in life, do not make even need any amendments to ballistics. just change the angle of departure from the trunk of bullets to simulate a amendments scope's

So you are saying that there should be an option to adjust the scope to the range to the target?

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So you are saying that there should be an option to adjust the scope to the range to the target?

yes

but in principle and real ballistics too could do, not even by the formulas, but at least ballistic tables for example

Yes, but people want wind and coriolis effects calculated...

That eats up resources

not so much as it seems

I participate in the development of sniper simulator, we already have a real shot ballistics, but no money to complete the game

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add a configuration entry for the correction of vertical shift for the long distance

Agree with that, i need it very much. It's implemented even in "Red Orchestra"

Also red dot in m4a1 scope and green lines in ak107 scope. Shouldn't they actually be TRANSPARENT so they don't obscure target? Seems to me they should. And it would be nice to have ability to change brightness of them (as was implemented in Delta Force: Black Hawk Down)

Edited by WhiteRus

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So you are saying that there should be an option to adjust the scope to the range to the target?

MaikCG

Its all very well having a a set of scope adjustments, but unless your only shooting static targets, you will struggle to get it to work in Arma2.

Firstly how will you know what range your target is at, I know you can make judgements based of target size in scope (particularly for the SVD scope) but this all takes time, then you have to adjust the scope a number of clicks then fire.

If the target is moving towards or away from you you will have to make a judgement shot as you cannot keep changing the scope to match and expect to keep up with the target unless they are walking very slowly.

Also you will always have to make the judgement shot when they are moving across your line of sight as unless your lucky and they keep a fixed speed, you will struggle to compensate with the right amount of offset for their speed and still get the shot off.

I know these effects could be simulated, but in the more active battle conditions that Arma2 has, I fail to see if being of much use, in general players and AI are moving too much and disappearing behind terrain or objects to make such adjustments futile in this game play.

Maybe you need another game to get what you want?

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Maybe you need another game to get what you want?

there is such a game?

arma2 is positioned as a realistic military simulator

http://www.arma2.com/overview_en.html

Authentic weapon simulation

Bullet ballistics and deflection, material penetration, real-world magazine capacity, tracers, ammunition types and stopping power.

now let do, and make as promise )))

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Adjusting the range straight from the scope works very well in the "active battle conditions" of A2. I prefer very much landing the first shot on an immobile target vs. trying to guess the range, missing and adjusting fire while the target has started scrambling for cover. We already have "the invincible space-bar rangefinder" in stock A2, but thanks to CBA a better, or at least more realistic, solution is available: GMJ_SightAdjustement, SPON_Rangefinder and NWD_Ballistics work in A2 with little changes.

Edited by Fincuan

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