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Aiming difficulties with ironsights and aimpoints

What do you think about aiming with ironsights and aimpoints in Arma 2  

255 members have voted

  1. 1. What do you think about aiming with ironsights and aimpoints in Arma 2

    • No problem it reacts as it should...don't change anything!
      83
    • Not perfect but it's ok.
      92
    • It doesn't feel natural.
      60
    • Forget aimpoints and ironsights I'm using the crossair now.
      27


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And what's that, an addon for arma 1? Can that be imported to arma 2? Or could BIS possibly implement this in the next patch?:p

the way to do this trick in ARMA1 is heavily bugged(as the way to do this is a bug in the first place) and almost impossible in ARMA2, it seems the only way to have working reflex sight is BI to throw the complete engine into rubbish bin and go back to the drawing borad and start all over again

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And play what for the next ten year it takes to develop a new engine and game?

It would be a nice thing to have, sure. But the 'bug' affects everyone, so it doesn't really put anyone at an advantage. Throwing away an engine to get this fixed? That's just crazy if you ask me.

Edited by CarlGustaffa

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Has anyone else noticed, that when you keep your ironsights / aimpoint / EOTECH on a position for awhile, the sight begins to sway in odd directions? To the point where you can't see your front sight? This has been bothering me since V1.0 and still is. I've died many times because of it, anyone know why?

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Yup, especially noticed that when kneeled. Try it with a crewman with an MP5.

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For now I have only demo version, but if it's the same with full version...

Isn't it weird that military simulation doesn't simulate recoil effect properly by causing your aim to bounce upwards like in many other "arcade shooters"? I can just keep my crosshair where I want my bullets to go and spray away, semi or full and my accuracy is not affected AT ALL.

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With Panda's help I've created small addon that works using XEH and adds realistic reflex/holo sights. Wanna try it?

Working Aimpoints - proof of concept

Issues:

- models still have "fixed" aiming dot/circle /awaiting MLODs release/

- aimpoint is spoiled when leaning /I can't detect correct position 100% all the time/

- huge internal lag /gotta benchmark used functions/, does not affect overall performance though

An short explanation of what this addons tries to do found in one of posts before.

http://www.youtube.com/watch?v=55RsdpXsuwE

http://www.youtube.com/watch?v=Dd-FwJjpUbE

I've also created feature request ticket on CIT.

Edited by zGuba
YT link

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Has anyone else noticed, that when you keep your ironsights / aimpoint / EOTECH on a position for awhile, the sight begins to sway in odd directions? To the point where you can't see your front sight? This has been bothering me since V1.0 and still is. I've died many times because of it, anyone know why?

Yes, but its realistic in some way... the first time they simulate this kind of movement/missalignment which makes shooting a lot more difficult in RL and it was missing so far IIRC in every FPS Game.

Sure it could be improved maybe based on fatigue of the soldier, but its a nice attempt so far.

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Recoil is simulated, it's just done in a rather poor way and is way too low for higher-caliber weapons.

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With Panda's help I've created small addon that works using XEH and adds realistic reflex/holo sights. Wanna try it?

Tried it, and fantastic work! My short try generated no .rpt errors and no noticeable performance hit, and the addon worked precisely as advertised(known issues included). Finally it actually pays off to use reflector sights, and it's also possible to hit something when kneeling :cheers:

Too bad about the fixed reticles, because in quick situations it's absolutely impossible to tell which reticle is the correct one. Maybe someone like Christian.1987 could integrate this to his handgrip-weapons pack? At least he's working on some kind of MLODs(from Arma1?) there.

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For now I have only demo version, but if it's the same with full version...

Isn't it weird that military simulation doesn't simulate recoil effect properly by causing your aim to bounce upwards like in many other "arcade shooters"? I can just keep my crosshair where I want my bullets to go and spray away, semi or full and my accuracy is not affected AT ALL.

Err... on my game, crosshair bounces upward. Maybe not enough for the liking of all, but it does. I don't get what you see wrong

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Err... on my game, crosshair bounces upward. Maybe not enough for the liking of all, but it does. I don't get what you see wrong

Yes it bounces upward but goes right back and doesn't affect aiming, you don't have to re-aim after every shot. It's more like "visual effect" only.

Or do you consider it "realistic" that if you don't move your mouse and just fire away AK-47 full-auto, in the end your aiming point is EXACTLY where it was before firing?

Recoil is simulated, it's just done in a rather poor way and is way too low for higher-caliber weapons.

Is it like "cone of fire" or something?

Edited by TomBabmo

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I really hate this bug/feature, hope it get's fixed/removed.

A2_ironsights_prob.jpg

MfG Lee :banghead:

This is the exact problem i am describing a few posts up, this is what i mean!

It's really annoying, and at times it's even better to just use the crosshairs!

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Have you tried double tapping ALT while aiming through crosshairs?

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Is it like "cone of fire" or something?

No, the point of aim just bounces up and to the right and then goes back into place shortly after. Just play with crosshairs on and you'll see exactly how it works by looking at the little line that says where you're going to hit.

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I don't know if it's a bug or a "feature" but sometimes my guns sight is misaligned and hard to aim, ie. sometimes the gun is tilted down a bit. Does somebody have the same problem?

Yes, I've seen this problem numerous times - it seems to happen a lot more frequently when crouching or when on angled terrain (slopes, etc.) It makes aiming next to impossible sometimes and when it happens, it gets progressively worse and worse. I observed positions where the gun appeared vertical when I was crouched and trying to aim.

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yeah the extra zoom in ironsights and aimpoints is unrealistic and lame, one of the things i hate most of the game. no zoom for these sights, there are scopes for long range.

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yeah the extra zoom in ironsights and aimpoints is unrealistic and lame, one of the things i hate most of the game. no zoom for these sights, there are scopes for long range.

Try shooting to 100-200m in game without zoom. Then go ask a soldier IRL if it's really that hard to see whether your sights are on target or not at 300m. Guess what, even at 300m it's not that difficult (though what does make shooting at 300m difficult is stabilizing the weapon, which is barely implemented in the game). You can even go to the beach (or anywhere open) and use a map to measure the max distance at which you can see people walking, and compare to in-game: Even if you compare to in-game zoomed visibility range you'll notice the range is much higher IRL. That is why the game has a zoon feature, and to be honest, for realism purposes there needs to be more zoom.

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At my resolution even without AA (can't use it, too bad HW) I have no need for more zoom. Some sniper might be able to take me out, but regular AIs will return fire and get near me, but rarely score a hit if distance is great enough (aimpoint).

The zoom is supposed to reflect real world eye resolution better. If you want to go realistic MirindoR, you should walk around with this zoom all the time, constantly using freelook for all scanning and off center situational awareness :) See, that doesn't work either. A screen at this time simply cannot mimic real eye resolution.

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It's not that the zoom is not enough to combat the AI. Heck the AI won't see you past 175m if you don't shoot. However the zoom is not enough if you compare the visibility in-game to visibility IRL.

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With Panda's help I've created small addon that works using XEH and adds realistic reflex/holo sights. Wanna try it?

Working Aimpoints - proof of concept

Issues:

- models still have "fixed" aiming dot/circle /awaiting MLODs release/

- aimpoint is spoiled when leaning /I can't detect correct position 100% all the time/

- huge internal lag /gotta benchmark used functions/, does not affect overall performance though

An short explanation of what this addons tries to do found in one of posts before.

http://www.youtube.com/watch?v=55RsdpXsuwE

http://www.youtube.com/watch?v=Dd-FwJjpUbE

I've also created feature request ticket on CIT.

How do i try this mod out?

Even though its obvious the aimpoints and Eotechs dont work the same way as they do in real life, i do find i dont mind the aimpoints too much, but the Eotechs are terrible (obscure everything with the very pattern that is supposed to be used to aim). I though Eotechs were better in real life?

Well anyway, id definitely like to try out your mod

EDIT - managed to get it going using the Community Base Addon. I have to say the standard aimpoints are awful. The amount the gun shifts from target is massive, and interestingly, only when crouching. No wonder i was wondering why i cant seem to hit the hit sometimes

Having said that, your mod is early days. It jitters a lot, isnt particularly accurate itself and it doesnt look like the real thing. Its a proof of concept, as you said

the way to do this trick in ARMA1 is heavily bugged(as the way to do this is a bug in the first place) and almost impossible in ARMA2, it seems the only way to have working reflex sight is BI to throw the complete engine into rubbish bin and go back to the drawing borad and start all over again

Is there really NO WAY to have these sights in Arma 2? That Arma 1 parallax test looked pretty good

Edited by irR4tiOn4L

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Heck the AI won't see you past 175m if you don't shoot.

Copy-past from another thread :)

I could be wrong but I think that 'Sensitivity' parameter (inside characters.pbo/config file) is the setting that allows the AI to identify visually targets as enemies or friendlies according to the distance.

I have been playing with 'sensitivity' set at 10 (instead of 1.5) for a while and, so far, I think it has given me good results and gameplay : AI soldiers identify immobile opfor at +300 meters (more for moving enemy soldiers), so the AI is much more aggressive and shoots like a human player would do I guess (ie : without asking too much questions)

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