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quickdagger

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Everything posted by quickdagger

  1. Hei, thank you Realthinged :) Hi Spotter, The same here, it was working before and now it isn't anymore. Even vanilla ones are not changing zero for me anymore. This looks like ACE/vanilla related so, let's check with them. I will keep you informed.
  2. Mods: Dagger Sniper Mod, ACE, CBA, Sullen Skies, Recolor, Immersion Cigs.
  3. Hi people, some people are asking me: Now, in ACE 3.12 it is possible to add ACE Advanced Ballistics on the run, when you are already playing the mission. And it works in vanilla too :) Just press Esc > Addon Options > Server > Look for the addon: ACE Advanced Ballistics > Set the parameters you want. Good sniping!
  4. Yes but, it depends on your ammo selection. There is always a best ammo for each purpose.
  5. Hello friends!!!! This is Dagger Scopes for Arma 3! Current version 6. And some videos Video by sorophx. Video by sttosin. Tags Scope, Sniper, Reticle, Sight. Download links http://www.armaholic.com/page.php?id=29282 http://steamcommunity.com/sharedfiles/filedetails/?id=639520340 http://withsix.com/p/arma-3/mods/IzfFKsG-5UKFPdGAfR7R-A/Dagger-Scopes-for-Arma-3 Server key included. Installation Make sure you have this folder: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@Dagger\Addons ...containing this file: a3_dgr_scopes.pbo Ready to Use LEA Config File Import the file: DGRScopes_3_3.lea.addon into you LEA editor and you are ready to use all the scopes. Known Bugs, Issues and Fixes 1.The game denies zoom powers above 30x, so the 55x competition scope will always be missing the maximum zoom power. I haven´t tested if the NF 32x is working right at max power. 2.Some players´ holdovers don´t match their turret elevations. It happens when they don´t adjust their fovTop and fovLeft. You must adjust fovTop and fovLeft in order for your holds to work. Credits & Thanks My special thanks to: BI team, for the wonderful game and the forums. ToreDL87, The Supporter. Multiplaneta, The Swiss Knife Man: LEA worker, youtube movies, mods research. Digao.pf, The Constructive Criticizer: beta tester and effects suggestions. Yakavetta, for the inspiration on his scopes since Arma 1. ACE team, for the the many sniper toys (like the Kestrel, Vec-21 and Yardage). SWM team, for the inspiration on the wide screen scopes. AR15 and Sniperhide forums, for the open minded discussions and mutual help. Irvin_Mainway, military research and beta tester. VekongMaster, military research and beta tester. Sorophx, Arma3 youtube video. Changelog (Arma 3) V1: First release. V2: Added more reticles to the AN/PVS-4, fixed the zoom power on the clip-on NV sights, converted some scopes (not all) into FFP – First Focal Plane, which means the reticle also zooms in and out, added new scopes, added clip-on thermal sights, fixed some reticle posts coming out of the tube, assigned different 3D models for each scope, adjusted the zoom power of all 1x zoom scopes to reflect BI´s new FOV at naked eye, added a 55x competition scope. V3: Made many scopes FFP (they zoom the reticle), added more scopes. V4: Set zero range to ~100 meters (in the configs they are set to 200 m so that in game the zero distance be around 100 m). Changed display names for better navigation in Virtual Arsenal. V5: Set zero range to ~300 meters but now it can be adjusted in 10 m steps. V6: Fixed an error message appearing in some systems. Requirements -CBA_A3 -ACE_A3
  6. The zero range is a parameter in the scopes config, so does the scope height parameter. If the memory point in the 3D scope model doesn't match exactly the same parameter in the configs then you will have a difference between the config zero and the in game zero. ACE team is already aware of this problem and they have already fixed it. Just wait for ACE V3.12. They have also fixed other important features to long range shooters. Please, wait for the next release to know more about it.
  7. Checking the configs is just a reference, but imho not the whole thing. It is not because it is in the configs that it will happen as our interpretation of the configs. I have many examples about that: 1) Vanilla's zero range in the configs is not the same zero range in game, for many rifles. 2) You expect gravity = 9.81 to produce realistic results but it doesn't, because of frame rate and simulation step. 3) If you shoot straight up, bullets will not decelerate. At least on previous versions. I highly encourage testers to do empiric tests, like the ones you have done, because this is the only way to find out the situations where the configs don't work as expected. And then, use those experiments to suggest fixes, which is what we are doing at ACE.
  8. Hi Julie, What you ask is really huge. Try checking ACE ballistics open source code. Best!
  9. Nice work man! Tks for using the mod! I will release an update for the mod on the following days and I will tune dispersion slightly down to reach your spot on standards. For any possible tests one may come to do in the future, they should use DGR ammo with DGR rifles (I think you already do that right?), just to avoid false positives and false negatives. Vanilla or ACE ammo may have higher or lower velocities, which affects vertical dispersion. Also notice that the game's engine adds a hardcoded randomness to bullets leaving the muzzle. We modders have no control over it. Anyone out there knows how to edit this parameter? A2 had a dispersion parameter in ammo and another dispersion parameter in rifle, both summing to each other but, A3 has it only on the rifle. Also, be aware that, when ACE Advanced Ballistics module is active, bullets should suffer a random dispersion when entering the transonic region (408m/s). Problem is that many mods are not using this parameter or use it a multiplier by 1 while DGR uses it as a multiplier by 0.5 for example. So, expect extra dispersion in extended range when using DGR ammo, just like in real life. Some calibers like the .408 have lower transonic dispersion because it was made for extended range. DGR rifles may not have exactly the same twist rate and barrel length as your real life references so, a comparison to real life ones may loose a bit of meaning but, it still remains very interesting indeed. I have used some references of the civilian market but, if you think something is very off then, just let me know. We may have some accuracy error (not precision error) because of the prone shooting stance. It means that, when we are prone, the target's bull's eye is a bit above us (considering the dummy is on the same plane, like making the test on Altis salt plains or a runway), causing the shot to hit a bit high. It is not a problem when we are calculating shot groups (precision) though. All of the best!
  10. What you guys think? I was taking a look at the .50BMG in Wikipedia: https://en.wikipedia.org/wiki/.50_BMG And, it looks like Wikipedia's muzzle velocity (2820fps) for the 750gr (0.0033 slug) bullet is completely out in relation to SAAMI (2250fps), for a 27 in barrel. I have considered 55000 psi as maximum pressure. Here are the formulas: http://closefocusresearch.com/calculating-barrel-pressure-and-projectile-velocity-gun-systems
  11. quickdagger

    AWC Arms Release Thread

    Too bad I only saw this mod now! Keep it up Miroslaw! Very nice choice of weapons!
  12. Hi Fros7bite, I've made such a list, it is on Steam.
  13. Hello friends, This is Dagger Weapons (and ballistics) for Arma 3. You can download it here: Armaholic: http://www.armaholic.com/page.php?id=30170 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=639464956 Six Updater: http://withsix.com/p/arma-3/mods/BwbgUy_jqEipuxRIarFMRg/Dagger-Weapons-for-Arma-3-%28and-ACE-3%29 It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters. All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards. The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques. Manual, and signature included. No more LEA config file because people use Virtual Armoury now. I hope you enjoy playing Dagger Weapons & Ballistics just like I´ve enjoyed making it. Cheers! photo hosting Requirements ACE 3: http://www.armaholic.com/page.php?id=28557 CBA: http://www.armaholic.com/page.php?id=18767 Extra Notes There are optional configs allowing to use Dagger magazines with Massi weapons, SMA and the 3 RHS´s. BC´s come from Bryan Litz books and they were all set to G1 for the sake of comparison with other calibers with less info on them. Current Version V4. Invitation To My Fellow Moders Hey guys, if you make weapon mods and would like to add my ammo and magazines to your mods it would be an honor for me. Please, contact me so that we can advance this idea together! Special Thanks BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. Team Dagger Digao.pf, beta tester, arts suggestions, military research, logo. ToreDL87, supporter. Irvin_Mainway, military research and beta tester. VekongMaster, military research, beta tester. Sorophx, Arma3 youtube video. Multiplaneta, mods research, Arma2 youtube video, beta tester , military research, animations. Feltz, beta tester. Dagger, project leader, 3D reticles, texture, specular and bump maps, manuals, FOV math, ballistics, configs, military research, beta tester. Changelog V1: First release. V2: Added bump maps and specular maps to the weapons, added new ammo types, improved the weapons 3D models. V3: Synced with Steam Workshop. V4: Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifles magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.
  14. quickdagger

    Dagger Weapons for Arma 3 (and ACE 3)

    Hi guys, The rifles not showing up anymore was fixed. New update here: Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1105446708 Forum: Good luck!
  15. quickdagger

    Dagger Scopes for Arma 3

    Hi guys, New update here: Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1105446708 Forum: Good luck!
  16. quickdagger

    Dagger Scopes for Arma 3

    Sorry for my delay, For a 21:9 monitor you should use fovTop 0.64 and fovLeft 1.48. The mod was not ported to Apex yet, neither to 64bit version. I am very busy and I can not mod anymore. I hope I be able to get back to A3 in the future.
  17. quickdagger

    Dagger Weapons for Arma 3 (and ACE 3)

    yes, but it will take a while :)
  18. Well, Benson, my 2D scopes are the blue square only. No red circle.
  19. Since you guys are discussing it again, I wonder if a PIP 2D scope would be possible. It would require less FPS while keeping a different zoom level at the background. For example, if I remember right, my 2D scopes are a 1024x768 or whatever 3D plane, and the textures are 2048x2048. You do the math and come up with the conclusion that, my texture maps discard part of texture. Following this idea, maybe a circle (or cylindrical, or whole in the midle or 2 layer) 3D model scope, might have the scope textured in one of its planes and no texture mapped in the other plane. That´s just an idea, since I´ve moved I haven´t installed A3, Maya, etc, so no experiences for me. Considering even the 2D scopes require a 3D model (which is a plane), then the 3D model for the 2D PIP scope might (or might not, this is just a first shot) be like this: The red circle should be where the scope texture is mapped and the blue square should be untextured or it should be texture with that PIP texture I don´t remember the name.
  20. After I decided to move on with my scopes mod in 2D I have not checked your PIP scopes any more, so I don´t know if those files are the most recent releases :)
  21. A pleasure :) https://www.sendspace.com/file/h2zk93
  22. quickdagger

    Killoch's MultiNational Pack

    The best textures so far! Keep it up man!
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