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STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 27 July 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" // FEATURES: Simple Custom Ballistics, Wind, Drift, etc Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Audio & Visual Signature Management Targets - Practice & Training Feedback System FPV Scope Minute-of-Angle Knob FPV Scope Zero/Elevation Knob Sniper Immersion without the ACE non-sense Very User & Frame-Rate Friendly Data & Logbook, Charts, etc Mission-Level Module & Settings // NOTES: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. // KEYBINDING: Shift + D (player menu) Shift + S (scope knobs) // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: SCOUT/SNIPER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
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In the ACE3 mod, the Kestrel 4500 gadget displays us the wind speed (among other things) at our current location. By pressing Shift+K, we can then determine direction. These two parameters must go into our ATragMX in order to properly compute scope adjustments for our sniper rifles. Now...here's the issue. The wind at one location is NOT THE SAME as the wind 1000m away, at my target. Here's the scenario. This was done in the VR Arsenal. There's no wind when I first spawn into the VR Arsenal. I walk up to one of the white boxes and bipod down. I acquire one of the dummy targets 1000 meters way. I enter all needed information into the ATragMX and it tells me to zero for 8mil vertical and .29L horizontal. Okay, there's no wind...but it's telling me to zero to the left anyways. It must be the Coriolis and Magnum effects. Fine. I take aim and fire. The bullet goes way too far to the side. Why does this happen? I entered all the info correctly! I begin jogging towards my target. It turns out, after about 100 meters, the wind starts to change! It goes from zero wind to 3 dots of wind to the right! Sure enough, the wind is blowing at 3.3 meters/second all the way at my target's location. The Kestrel only gives me wind speed at my location. It says nothing about the wind 1000 meters away. How do I account for this? Is this just something I have to live with? Is it an artifact of the VR Arsenal? Why is the wind different 1000 meters away, and how can I detect this?