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Bipod limits the field of view, much depends on the topography of the landscape.
Reviewed, NormalPublic

Description

The sight line is sandwiched and is highly dependent on the terrain relief, the position of the body - lying.
It is, in most cases, makes it difficult to apply the provisions of choice Bipod, in the problems of the sector precise shooting.
https://youtu.be/HVAnjlbhHNI
https://youtu.be/HGdfBo50m6o
Forum https://forums.bistudio.com/topic/192354-bipod-make-this-work/

Details

Severity
Tweak
Resolution
Open
Reproducibility
Sometimes
Operating System
Windows 10 x64
Operating System Version
Arma3\Arma3DEV 1.б9
Category
Weapon Stabilization
Additional Information

Perhaps the solution to the ticket - will change the state of affairs.
https://feedback.bistudio.com/T119129

Event Timeline

Lex created this task.Feb 14 2017, 11:01 PM
Lex updated the task description. (Show Details)Feb 14 2017, 11:04 PM
Alwin claimed this task.Feb 15 2017, 12:29 PM
Alwin changed the task status from New to Reviewed.

Hi, @Lex

What do you suggest to tweak? Even in real the surface defines rifle (vertical&horizontal) positioning. When you laying on the ground it normal that you can´t aim too up and so on. Please, try to describe what do you suggest to tweak. Thank you.

Lex added a comment.Feb 15 2017, 5:17 PM

It is often impossible even one purpose to process. The landscape clamps strongly down concerning the purpose, or is higher concerning the purpose.
The way of expansion bipod is ideal - for rather equal, and rather horizontal surfaces.
But when the sniper is on the high mountain, rather horizontal surface doesn't allow you to aim down, from the mountain.
You need to be pushed considerably forward that considerably reveals you for reciprocal detection and defeat.
Waited for the decision of these tickets.
https://feedback.bistudio.com/T82167
https://feedback.bistudio.com/T85691
Hoped that it will change a way of expansion bipod, change of height of bipod - will affect some degree of freedom of weapon in bipod point of support.
Annoying this problem when you find the good place, the excellent review of sector of firing and total absence it is successful to develop bipod.

Alwin added a comment.EditedFeb 16 2017, 11:07 AM

Hi,

I´m completly understand your suggestion. I´ve discussed it with our colleagues and bipods are quite real enough. There are many bipods types around the world. You can trample the grass when you prone forward and in this case you will have good line of sight. It´s a quite realistic as well when you prone on the hilltop.

I´m afraid that it won´t be tweaked as colleagues decided, I´m sorry.

Thank you for understanding.

Lex added a comment.EditedFeb 16 2017, 12:21 PM

Hi @AlwinIn.
Herbs often more than it is possible it is possible to trample down.
https://youtu.be/G5gkSvm14DA
Players should look for different ways to develop bipod on hills.
https://youtu.be/h9K9br_3tIA
In a game there are four keys and actions of these keys could help to apply these actions to bipod.

  • lift a weapon corner
  • lower a weapon corner

Keys in actions https://youtu.be/9Zgv3ZyF3F4

  • lift a tower
  • lower a tower

Keys in actions https://youtu.be/LgyP-VuvRiA


In the game bipod are rigidly fixed in two points. For the second point the variable differential is necessary.

Lex added a comment.EditedMar 21 2017, 3:08 PM

Hi,

I´m completly understand your suggestion. I´ve discussed it with our colleagues and bipods are quite real enough. There are many bipods types around the world. You can trample the grass when you prone forward and in this case you will have good line of sight. It´s a quite realistic as well when you prone on the hilltop.

I´m afraid that it won´t be tweaked as colleagues decided, I´m sorry.

Thank you for understanding.

All over the world, bipods have adjustable height. Bipods never prevented from tilting back and forth, if necessary.
To trample the grass? If there is a field of grass in front of you. AI shoots at you when you are completely in the grass. I can not give a return shot, changing the height of the bipod is not available.
Colleagues probably can not compare the work of the bipods (how they work in the window of the house) with the way they are set higher, if there is something to put them on (stone, curb roads and stuff).Unfolding bipods in the window, puts the weapon above, but not lower (like this action on the ground, in the grass)
https://youtu.be/f3Kukq8mGxM
About the height adjustment, I gave an analogy (the supports of the mortar and laser pointer are regulated, and have an algorithm in the game https://youtu.be/0I2VOyCtrOM ).

EDcase added a subscriber: EDcase.Apr 3 2017, 3:09 PM

Agree with OP
Bipod use should provide a higher view than grass level.

ALSO:
Bipod and prone causes Depth of Field blur on entire image because of close grass distance.

+ 1 Adjustable height for bipods - in this case this is what the doctor prescribed!

Lex added a comment.Oct 9 2018, 6:39 PM
This comment was removed by Lex.

+1 for better orthogonal mapping for a bipod!!

At the moment bipod is attached exactly 90 degrees (orthogonally) to the surface below. Because surface is modeled by lots of triangles then bipod gets glued to the closest triangle no matter what position in space that triangle has. That leads to really bad non-realistic random scoping and poor game experience.

For instance when attaching to a wall front then triangle is headed towards player and so bipod position enforces scoping elevation 45..90 degrees top. When attaching to a side of the wall or back wall then scoping has 90..45 angle bottom to the ground. When attaching to a flat ground with irregularities very often you can only scope earth below but not anything in front. This is useless.

If there was an "averaged bottom plane" where the bipod is deployed or "generic scoping vector" the problem would be solved.

On a flat ground with minor irregularities still the "averaged bottom plane" would be flat so the bipod would be attached to that averaged plane and not the orthogonal to exact triangle below that draws the irregularities. That would imply some calculations before deploying a bipod what can be problematic and slow.

Another solution (generic scoping vector) is just to allow bipod deployment on a flat surface orthogonal to XY plane (environment map and bipod location collision) and simple generic (lets say) 60 degree elevation up and down and left and right. This can be trivially represented by a single vector. That vector could interact with a collision map (environment + weapon model) to prevent moves prohibited by the environment. Also this vector could be attached to a [0,0,1*N] versor where N is the bipod height.

Hope that helps :-)

ps/2: Aside from irritating bipod deployment ans scoping area there is even more irritating problem with a bullet collision map not covering the environment map that leads to shooting the ground directly in front of the player while target is in perfect scoping spot lest say 300m away. Is a bullet starting point really at the end of a barrel or even the bipod top? ;-)