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Doc_69

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About Doc_69

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  1. Doc_69

    New sniper system?

    I am one of the people who like to snipe in ArmA. Having said that I have a split opinion here. YES, I would like to have somewhat adjustable sights so that I can shoot extreme long range in game. YES, I would like to see adjustable sights so that we can have mortars in game. YES I would like to see if not adjustable then at leat semi accurate sights for the grenade launcher. However NO I do not think this is something that BIS should have to do. I would much rather have them do things like optimize the engine, fix bugs and improve the framerate for most folks. Come on folks, those of you who where around in OFP days remember how much was done by the developers and how much by the addon/mod makers. Which would you prefer the developers doing the IMPORTANT stuff like said engine optimization etc, or things like this that can probably be done by a group of addon/mod makers? The developers need to concentrate on the major things to benefit the MAJORITY of the user base otherwise the user base will evaporate in the long run. Oh, by the way, those unfamiliar with ammunition for the M107. This is the ammo I am modding for my self into ArmA. Mk_211 Jest my 2cents wurth!!!
  2. Doc_69

    Sniping

    I agree with Frederf. I personally have no desire to try to adjust a scope in game using windage or elevation.Since this is a game I see no need to worry about that level of simulation accuracy. I know of no sniper who is going to stop in the middle of combat and whip out his trusty screwdriver and re zero his scope. That was the entire point behind the development of the mil-dot scopes and the other equivalent types to allow a shooter/sniper to; a. better judge the distance b. Guide him in how much to hold over or under based on distance. I just would like to be able to reliably get some 1st and second shot kills at extreme range in game. By extreme range I mean 700-1500m. MY personal plan is to set up the scope using fire mode to switch between 2 or 3 different range/zero when using a sniper rifle. Personally when playing as a sniper I don't carry grenades because if the enemy gets that close I am doing something wrong. Therefore it doesn't bother me to use the F key to switch around. That however is my personal preference and solution. Everyone is welcome to search and implement thier own solution as well. I see you agree with me and then say something I never said. This leads me to believing you are agreeing with some other Frederf that I've never met. Screw drivers are only used to calibrate an optic back at base. Screw drivers are not required to adjust the elevation of the M3A1 scope, there is a knob for elevation (1 click per MOA, labeled in 100m increments) so all you have to do is range the target (ex. 600m), turn the elevation knob until you reach "6" and shoot with the crosshairs on the target. The mildots are used for holdover (or holdunder) which is only used when time does not permit the readjust of the elevation knob. A target popping up suddenly at half the range is an example of when you would fire other than at the crosshairs. Any time you have the 20 seconds to readjust the elevation thumbscrew to the new target range, you do so in the field. Frederf, I apologize that you think I misquoted you but in the thread I see on sniping the words I quoted are in your post directly above me. That is the portion I was refering to when I said I agree with you. Nothing else! The rest was intended to represent my opinion. Personally it has been almost 20yrs since I was in service and back then we used the Unertl scopes so consequently I am not familiar with the M3A1. In my time in the service we would not consider stopping in COMBAT (i.e people shooting at us) to adjust anything on the scope with or with out screwdrivers. Personally nowadays when shooting long range while hunting I use a H37 or H50 scope depending on how long long range is. That is what I intend on modelling for my personal use in game. Sorry if you misunderstood my words. Doc_69
  3. Doc_69

    Sniping

    I agree with Frederf. I personally have no desire to try to adjust a scope in game using windage or elevation.Since this is a game I see no need to worry about that level of simulation accuracy. I know of no sniper who is going to stop in the middle of combat and whip out his trusty screwdriver and re zero his scope. That was the entire point behind the development of the mil-dot scopes and the other equivalent types to allow a shooter/sniper to; a. better judge the distance b. Guide him in how much to hold over or under based on distance. I just would like to be able to reliably get some 1st and second shot kills at extreme range in game. By extreme range I mean 700-1500m. MY personal plan is to set up the scope using fire mode to switch between 2 or 3 different range/zero when using a sniper rifle. Personally when playing as a sniper I don't carry grenades because if the enemy gets that close I am doing something wrong. Therefore it doesn't bother me to use the F key to switch around. That however is my personal preference and solution. Everyone is welcome to search and implement thier own solution as well.
  4. Doc_69

    Sniping

    From what I can remember from working with OFP you can change the zero point with a combination of the INITSPEED value and then adjusting the zoom values/viewpoints. Will have to experiment some with it. Was already able to change the optics on the M4 between aimpoint and acog based on fire mode. Afterall if you can change the sound based on firemode you can change anything you define in the appropriate subsection of the weapon. The weapon that will probably cause the most problem will be the AK-PSO since it fires both single and full. Basically you will end up having to define a bunch of fire modes in the weapon config. and then toggle through them using the F key. Of course this brings problems with it if you are using say a M4GL with ACOG because you would have to step through whatever zero mode configs you have defined before you could get to the GL. Doc_69
  5. Doc_69

    Sniping

    How does using the rate of fire change key to swap out scopes sound? Might be easier to do. Since the sniper weapons are all single shot with the exception of the AK-pso you might be able to do it that way. Just hit F key to adjust the elevation. Doc_69
  6. Doc_69

    Sniping

    On the mil dot scopes. One Mil is measured from center to center. So from the crosshair to the center of the dot below or above or left or right is 1 mil. Normally on quality scopes the dots are actually oval. Where the following would apply. Dot Height on the vertical  = .25Mil From edge of dot to edge of dot .75mil As far as standards are concerned the USMC uses 1 mil=3.438moa. Army uses 1mil=3.6. Most casual shooters tend to use 3.5 since it falls between the 2. I have been working on making a mod that will correct what I perceive to be inaccuracies in the ammunition and weapons config. However although I am confident I can get the zeroing correct I am stuck trying to make a usable KD range with appropriate targets where either the bullet leaves a visible hole/mark for adjustment or the target actually consists of a bunch of no larger than 1 or 2" pop up targets for preference that change color when hit. Then placing these targets on a KD range.  I am not certain what effect angle has on ballistics in game will have to do some testing but without accurate height/range/target data it will be difficult. Just my 2cents worth. Doc_69.
  7. Doc_69

    Sniping

    How about someone mods a Horus Falcon Tactical scope? http://www.horusvision.com/scopes.shtml HorusVision System5 scopes Doc_69
  8. Doc_69

    Ambush mod?

    Basically that is along the lines of what I was thinking. To use an example from a different game, look at the tactical map interface on GR:AW. I don't like a lot of it but one function that I definitely would not mind seeing in ArmA is the ability to as a direction to face directly in the map. Granted this would have to be modified to match the engine, but how do this sound. When you go into the map and select all of your troops simply by clicking and dragging being able to align your formation in a specific direction at a location? Say the location you click would be the center of the formation and by keeping the mouse button depressed and dragging the cursor in the direction you want the formation to face. Sort of how the waypoint or cover command functions work in GR:AW. Secondly, in the military you learn certain responses to certain tactical situations. I.E. when troops are ambushed certain decisions must be made very quickly. Is it a close ambush or not is one example that comes to mind. In a close ambush 9/10 the correct response would be to face and charge into the ambushing troops. Goal being to get among them and hamper thier ability to lay down aimed fire without endagering their own men. There are plenty of other examples that could be made. While I do not expect this game to be able to simulate combat anywhere near accurately, ambush formations or the abilty to designate a direction to face in the tactical map should be able to be done within the existing game engine since you are able to do it manually between the map and the radio commands. Doc_69
  9. Doc_69

    Ambush mod?

    Agreed but I doubt this would be used in MP anyway since how often do you command AI in a MP game/mission?
  10. Doc_69

    Ambush mod?

    I am aware you can order them in game into position using the map. What I am wondering about is it possible to do this as an addon with which you can now basically command a ambush by radio in a mission without it explicitly being scripted into the mission. Since the map interface is somewhat klunky and it can be a pain to get your troops positioned where you want and looking in the correct direction quickly. Basically it would a special formation with a few additional commands tied to it. Doc_69
  11. I just had one of my rare thoughts. Would it be possible to create an addon that would allow you to set up a standard ambush say a l formation point ambush or a line formation ambush. What I was thinking that somehow based on the player's location and the direction he is facing he would anchor one end of the ambush and based on that would determine the positioning of his troops. Maybe a custom radio command to execute this layout that would also place the troops in stealth/prone/holdfire mode. Anyone think this would be doable? Doc_69
  12. Doc_69

    Where is the Javelin?

    I imagine it would be possible to simulate Thermal imaging in game by means of an alternate texture. Not sure how it would be doable for weapons and vehicles easily, and probably next to impossible for landscape. I would think that you would end up having to create a thermal texture for every figure/weapon/vehicle in game and then code it so that the thermal texture is used when viewing through a TWS. Not sure if it would be doable for MP though. The solution will probably lie in adapting the nightvision view a lot. While thinking about it that would probably also solve the landscape/vegatation view as well. Doc_69
  13. Thought I would jump in here and throw in my 2 cents into the discussion FWIW. I was looking at the various Init_Speed values in the config.cpp and comparing it to the actual V0 after I posted a thread here regarding what Init_Speed was equivalent to. I found the following that the values aren't perfectly accurate but close. Obviously there have to be some comprimises made since you cannot 100% accurately model this without a lot more calculation. i.e. same ammo in 2 different length barrels will have different velocities. Also different weight projectiles with same powder mix will have different velocities. The effect a silencer has on a projectile etc etc etc.... If someone wants to try to make this more accurate then I recommend they get the various military manuals and data sheets off fo the web such as the "TM43-0001-27 ARMY AMMUNITION DATA SHEETS FOR SMALL CALIBER AMMUNITION." There are also others out there for the various Nato and former Warsaw Pact countries. Final caution to whomever decides to do this remember changing the Init_Speed value will also affect weapon zero points. I might someday decide to do it myself but so far am shying away from it because of the amount of work it would be. Ooops out of time for more. Will post the rest of my thoughts when I get back. Doc_69
  14. Does anyone know if there is a correlation between the InitSpeed entries and FPS/MPS for the various pistol/rifle etc ammunition in the config.cpp. I am working on a replacement pistol and trying to make it as accurate to life as possible. If someone knows and could reply I would appreciate it. Doc_69
  15. Doc_69

    Fire Modes in Handguns

    Thanks, I appreciate the help. Doc_69
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