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Jarre

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About Jarre

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  1. Jarre

    RH M4/M16 pack

    Good to hear! I'm eager to see the results, and hoping it will make your weapons and optics combined enjoyable again.
  2. Jarre

    RH Acc pack

    The point here is: you are changing the behavior of the weapon system depending on different magnifications and if the 2D/3D version is used. This induces a factor of uncertainty to the game, the player and the weapon systems, which is all but undesirable. If I pick up a weapon with an optic I know, I expect it to work a certain way; if it doesn't, I can't trust it; if I can't trust it, I wouldn't use it in the first place. This excludes a fair share of the optics you've created and spent valuable time on, adding great value to the game and the community members for free. It would be sad for us all if all that potential (yours) would go to waste. I might be nitpicking these minor issues, but my intentions are all good; providing tests and suggestions that might be enhancing a good mod to a great one. Regarding the EOTech + G33 zeroing, it isn't "optional" if I need to press [zeroing down] every time I toggle the magnifier to get the rounds down range where I expect them to impact. A player so hardcore at demanding a certain custom zero can hardly exist. The need for this option is unneeded, IMHO, as it gets in the way for the vast majority of the players. Same issue with the aforementioned 3D Acogs. So let's not enter a world of Newspeak by altering the meaning of 'forced' to 'optional'. ;) The technical issue here might be as simple as just excluding the faulty, "optional" zeroings from the config, alternatively adding specific zeroing to the 2D and 3D classes if that is required to make it work the model's position, depending on the case. I don't mind having the 3D Acog's zeroing say 300m if that is what is needed to get it's reticle to behave as expected.
  3. Jarre

    RH Acc pack

    Some observations: * Are the different zeroings on toggling between magnified/unmagnified (200m/300m) EOTech+G33 intentional? Adding magnification should not change the zero, right? * Are the different zeroings on Acog TA31RCO intentional? On the 2D version, I can keep it at the default 100m zero and the point of aim, point of impact is spot on, while the 3D version needs a manual toggle to the 300m setting to hit. Same goes with the Acog TA31F RMR. Hard to see why/when I would need different zeroings that doesn't match the reticle; could it be an class inheritance issue? * Like previously mentioned, I agree that the Acog TA01NSN is zeroed at 100m to short. By compensating for this, I can hit at the mark I aim at.
  4. Jarre

    RH M4/M16 pack

    First, thanks for these great weapon and accessories packs. Second, some observations and opinions that I haven't seen being mentioned (enough) earlier: * The shadows that the HK416 D14.5RS are projecting on the surface behind are incomplete. * The mirage effect, heat dissipation from your weapons: cool, but way too exaggerated. I'm not sure what you sources, inspiration or motivation for this effect are, but I can hardly see any reason--balance, realism, or otherwise--for this. It interfers with target acquisition on follow-up shots and it's breaking the visual representation on your sights (as others have reported, see below). I can literally see the heatcloud soar away meters above me if I look closely enough. I suggest you either a) remove it; b) greatly lessen it; c) share information to the community on how to disable it for personal/group use. Please? :) Some sights are affected more that others. E.g. comparing your RH_Acc EOTech EXPS3 with the vanilla one ("Mk17 Holo"), I suspect your "reticle cone" is much narrower that theirs, excluding its inside view from any heat dissipation effects. If I lean prone as in one of the pictures below, this creates a crisp cone, protruding from the optics. The same goes for your Aimpoint CompM2s, while most other sights' "inner view" are totally unaffected by the heat dissipation, by some reason (wider cones?). This just becomes weird, both the effect and the basis for the choice the player is forced to make when selecting equipment... http://i.imgur.com/YIkKeEl.png (185 kB) http://i.imgur.com/EYLEOFr.jpg (186 kB)
  5. First off, great models! Probably the best AR15 models in the community, so please keep 'em coming! Considering the high quality, like others have mentioned, standard military versions of M4A1 and M16A4 (like the Colt Carbine [+ GL version] with another upper and railed hand guard) would be appreciated, and probably make this already great addon both even better and make it see a more widespread use. Second, some suggestions: In your AR15 addon, mounting a suppressor decreases the bullet velocity to 80 % of its normal speed, making all rounds hit low/go short. This is hardly what happens in reality, where bullet velocity is rather increased when using a suppressor, albeit by a most often negligible amount. Zeroing could be affected by mounting a suppressor and many factors do come into play here, but looking at the parameters available in the config for suppressors (adding the MuzzleCoef class), I'd say increasing recoilCoef and recoilProneCoef a little might be what one is looking for to portray a suppressor more accurately. If putting zeroing off by changing initialSpeed actually was your intended goal, why not go the other way and increase it instead, but perhaps just with a smaller value, like 1.05f. Or if you want to add another downside of using a suppressor, a little dispersionCoef might be considered to simulate some irregularities with escaping gas at the muzzle. The true downsides of using a suppressor (handling, weight, heat, dirtier chamber, wear on mechanics, cost) aren't really simulated in the game (AFAIK). The subsonic .300 round might be another animal considering initial velocity and bullet drop when the suppressor is mounted, but the text above should be applicable to supersonic rounds. Another point of correction is that many of the AR models aren't positioned and/or centered perfectly when it comes to accessories, and to some extent weapon hold/grip: - AAC Honey Badger: Good grip, accessories mounts too high ('flying/merged') - Dissipator: Good grip (+10 cm forward positioning to get rid of stock-in-shoulder would be preferable if possible) - Magpul carbine: Right wrist 'broken', accessories mounts too high - Sanitised carbine: Right wrist 'broken', accessories mounts too high - BCM Jack: Good grip, most accessories correctly positioned - Bushmaster carbine: Right hand a bit low, left hand a bit high - Colt carbine + its GL version: Good grip - LAR-15: Trigger finger pushes into mag well, stock in shoulder, accessories mounts too high Trying to be constructive, hope you receive it that way too! :) Now, take that well deserved time off and enjoy all the kind words from the community!
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