noamles 0 Posted July 31, 2009 did you copy GMJ_SA.hpp to you dta folder? Share this post Link to post Share on other sites
tourist 617 Posted July 31, 2009 Thank you very much, noamles, for your effort to provide the ArmA 2 gamers in general and the SP fans in particular with this much-needed addon from Arma. I loved it back in ArmA, but was always a bit pissed off when I had to save before finishing a sniper mission because back then, GMJ_SightAdjustment had the same flaw like your ported version 1: it did not carry over a savegame.:( But you finally made it possible to use this addon over a save-reload cycle by applying the tips given in the thread here. Glad it worked so well. Now, some of the guns that drove me mad in Urban CQB (Wtf?! How could I miss that guy? He was dead center in my optics!) as well as in long range firefights (Oh nooo! A cloud of dust again, the shot fell too short!) will go through some thorough testing at the Moveable Target Range by Kronsky. It's amazing what unexpected values some weapons have for adjustment, but I don't care how silly the numbers, as long as I hit my target, and thanks to YOU, noamles, I can now split those long playing hours in SPECOPS or sniper missions into several sessions. And keep the ability to adjust rifle sights as the situation requires. Here's my first mini-rangecard of the G 36 C SD; I made it because I'm playing a SPECOPS mission right now that provides the riflemen with that weapon. And when we made contact, I wondered how I could actually miss a standing target at 100 or 200 m. Well, look at the values gathered at the range and imagine how it is to fire that weapon in ArmA 2 without your cool addon:391: "G36_C_SD_eotech", "B_556x45_SD", 100, -0.416667, 200, -0.166667, 300, 0.05 And for those who don't use the built-in rangecard notepad: 100m -25 MOA 200m -10 MOA 300m +3 MOA At least for me, accurate firing with that wretched Eotech-scoped weapon became finally possible. thanks again, noamles, for that addon which I cannot imagine to play without anymore, touristo Share this post Link to post Share on other sites
Flarmapoint 2 10 Posted August 1, 2009 awesome mod :D Canyou also implement the wind effects of the bullets? so we can make use of the windage feature? That would be cool, there was a (wind effected balistic) mod for arma 1 somewhere... Share this post Link to post Share on other sites
noamles 0 Posted August 1, 2009 @Pvt.Kiwi - the code is not mine (at least not the code you want :)), but from the message that GMJ left when he left the community - you can pretty much do what ever you want with it, just remember to credit. @touristo - thanks mate. @Flarmapoint 2 - i have no knowledge in ballistics, i just converted the addon to A2. wind is not really a priority for me - i much rather get some good accurate reticules for the m24,m40a3,m107... cya. Share this post Link to post Share on other sites
Al Simmons 0 Posted August 1, 2009 @DJH: Sorry for the delayed answer but I had some troubles getting online in the past couple of days (Baghdad isn't a good place if you want a fast stable internet connection). So what I use: Locations: Utes Airfield. up to 600m North west Airfield Tschernaruss up to 1500m and an aranged setting at one of the southern beaches for shots at around 2000m. Targets used for gaining data for my range cards: custom made target 2mx2m with the "bulls eye" at 1.65m height (point where the spot between mouth and nose of ArmA2 soldiers is) and horizontal and vertical reference lines (with metrical reference points in 10cm steps) benchrest simulation by slowing down gamespeed to acctime 0.1 and the "magic" rangefinder first test is: 5 shots to hit the horizontal line with no more than 5cm away from ref line. second test: 10 shots fired at 20cm radius bulls eye with no more than 20% out of that area. To answer your question, most of my evaluated values differ from yours at around +-1MoA. At the moment iam working on a sniper TTP/SOP for ArmA2 gamers including proper evaluated rangecards, shooting from diffrent elevations up and down, targetevaluation and -selection, MP-training and -mission TTPs for Spotter/Sniper teams, how to plan a complex sniper deployment with in and exfil plans aswell as how to choose a firing position and all that wiggly stuff that comes along with beeing a sniper in an complex ArmA scenario along with other troops and forces and not just the guy that was first at the ammobox to get the scoped rifle. Everyone who whants to take part and give input is very welcome since iam a quite busy person with only a relativ small ammount of spare time to spend on a mostly ignorant community :cool: Share this post Link to post Share on other sites
Flarmapoint 2 10 Posted August 1, 2009 Everyone who whants to take part and give input is very welcome since iam a quite busy person with only a relativ small ammount of spare time to spend on a mostly ignorant community :cool: ----> :( Share this post Link to post Share on other sites
tourist 617 Posted August 2, 2009 @Al Simmons: I created two more rangecards for the East sniper rifles using Kronsky's Moveable Target Range. While usually the BIS weapon descriptions have little relation to ingame performance of the guns, the VSS Vintorez matches it's advertising quite exactly by being only effective up to 400 m. "VSS_vintorez", "B_9x39_SP5", 100, 7.45058e-008, 200, 0.25, 300, 0.75, 400, 1.16667 or, for the ones not using the ingame rangecards: 100m +0 MOA 200m +15 MOA 300m +45 MOA 400m +70 MOA The Dragunov SVD Camo proved to be a better weapon for longer ranges than the VSS: "SVD_CAMO", "B_762x54_noTracer", 100, 0.166667, 200, 0.2, 300, 0.25, 400, 0.3, 500, 0.366667, 600, 0.466667, 700, 0.533333, 800, 0.633333, 900, 0.75, 1000, 0.866666 "Pen and Paper" Version: 100m +10 MOA 200m +12 MOA 300m +15 MOA 400m +18 MOA 500m + 22 MOA 600m + 28 MOA 700m + 32 MOA 800m + 38 MOA 900m + 45 MOA 1000m + 52 MOA Since any shooting beyond that range appeared to me to be too ineffective due to the stupid "Hitpoint" system and the poor magnification rate of the SVD scope combined with game graphics limitations (everything save PP on normal, VD 3000m should enable me to snipe at 1500m but I can hardly see the targets then with the SVD), I stopped here. For most sniper missions, a maximum engagement range of 1000m should be totally sufficient. Hope I made the cards exact enough to help, tourist Share this post Link to post Share on other sites
DJH 10 Posted August 2, 2009 @ Al Simmons Certainly sounds more accurate than my "lie down, shoot in face" method! I've found that my ranges work well enough, but like I say, your method sounds like it would return more the precise figures Share this post Link to post Share on other sites
Guest Posted August 5, 2009 Thanks for informing us about the new version :cool: Release frontpaged at the Armaholic homepage. GMJ Sight Adjustment for ArmA2 v1.1 Community Base addons Share this post Link to post Share on other sites
chronicbucks 10 Posted August 14, 2009 where do i put the file GMJ_SA.hpp? Share this post Link to post Share on other sites
noamles 0 Posted August 14, 2009 where do i put the file GMJ_SA.hpp? in the main DTA folder (ARMA2\dta). btw, i recommend every one who you use this mod to use this one too - http://forums.bistudio.com/showthread.php?t=83779 Share this post Link to post Share on other sites
Jedo 10 Posted August 14, 2009 (edited) @Al Simmons: I created two more rangecards for the East sniper rifles using Kronsky's Moveable Target Range. Confused. Just did a quick test and my SVD hits the 150 meter target with default 0 MOA. 300 = 2 500 = 9.75 600 = 14 What's with those double digit numbers? PS great mod by the way. Edited August 14, 2009 by Jedo Share this post Link to post Share on other sites
th3flyboy 0 Posted August 15, 2009 I support the idea of wind deflection implemented. Could this please be added, it would add a whole new factor to gameplay. Share this post Link to post Share on other sites
DJH 10 Posted August 15, 2009 I agree with noamles, use the 31st MEU reticle pack, it also changes the ballistics which makes the whole game much more realistic [apparently, tho I would have no idea myself!] and makes sniping much much better. The link is in his post... Share this post Link to post Share on other sites
thearies 12 Posted August 18, 2009 FFAA "ACCURACY" "Pen and Paper" Version: 200m + 0.5 MOA 300m + 2.25 MOA 400m + 5.25MOA 500m + 8.5 MOA 600m + 12.25 MOA 700m + 16.5 MOA 800m + 20.5 MOA 900m + 26.5 MOA Share this post Link to post Share on other sites
Ish 11 Posted August 20, 2009 (edited) I dont understand.. what is MOA, and how do I know how much it is in scope X? Edited August 20, 2009 by Ish Share this post Link to post Share on other sites
Inkompetent 0 Posted August 20, 2009 And what is MOA anyway? Minute Of Arch Share this post Link to post Share on other sites
Ish 11 Posted August 20, 2009 Minute Of Arch Interesting.. But im crap at math, and that link doesn't help me in aiming with the reticles..:o Share this post Link to post Share on other sites
NewfDraggie 10 Posted August 20, 2009 Minute Of Arch Wrong, it's actually Minute of Angle. But you were close. Share this post Link to post Share on other sites
Ish 11 Posted August 20, 2009 That didn't tell me much either :p I mean how do I know how many MOA's there is on a certain reticle? I can't figure it out. Share this post Link to post Share on other sites
Inkompetent 0 Posted August 20, 2009 Well, as it says in the Minute of Arch article it is usually refered to as Minute of Angle when it has to do with firearms. Non the less the article has info about how it works or firearms. Both are correct ^^ Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 20, 2009 Wasnt there somewhere a good sniper mission where you could get familiar different sniper rifles? maybe this long range shooting simulation is helpful: http://www.shooterready.com/lrsdemo.html Share this post Link to post Share on other sites
qwert12 10 Posted August 28, 2009 (edited) MOA explanations http://www.snipercountry.com/articles/mildot_moa.asp http://riflestocks.tripod.com/moa.html it a way of working out range if you now the hight of a target two milliradians equal about 6 feet at one-thousand yards. so if a man is 2 mill dots the range to him is a 1000yards sound more complicated than it really is Edited August 28, 2009 by qwert12 Share this post Link to post Share on other sites
manzilla 1 Posted August 29, 2009 MOA explanationshttp://www.snipercountry.com/articles/mildot_moa.asp http://riflestocks.tripod.com/moa.html it a way of working out range if you now the hight of a target two milliradians equal about 6 feet at one-thousand yards. so if a man is 2 mill dots the range to him is a 1000yards sound more complicated than it really is Good one. That should help some people out. I meant to get a few links but I guess I forgot. Thanks for getting these up. Share this post Link to post Share on other sites
mils 10 Posted August 29, 2009 is there any way to see the range guide outside of the map? Share this post Link to post Share on other sites