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Aiming Deadzone not working with ADS
Acknowledged, NormalPublic

Description

Having aiming deadzone enabled, aiming down sights, zooming in, and panning to the edges of the screen can cause the sights to leave the screen entirely.

Details

Severity
Major
Resolution
Reopened
Reproducibility
Always
Operating System
Windows 10 x64
Category
Controls
Steps To Reproduce
  1. Enable aiming deadzone.
  2. Take a weapon and add a magnifying optic like the RCO.
  3. Aim down the RCO and pan to the edges of the screen.
  4. Watch the RCO travel entirely off the screen before you panning in that direction.
Additional Information

This can be replicated numerous different optics if you also zoom in (Numpad + by default) while aiming. Including the iron sights on some weapons.

This issue does not occur in ArmA 3 2.02

Event Timeline

BIS_fnc_KK added a subscriber: BIS_fnc_KK.EditedSep 16 2021, 8:47 AM

As intended. You can move deadzone slider to about half. I could have forced lowered it more so that the sights would never leave screen, but there was no reason as everyone is free to adjust it to their liking

This issue does not occur in ArmA 3 2.02

in 2.02 deadzone was not useable, would you like it back ;)

BIS_fnc_KK closed this task as Resolved.Sep 16 2021, 8:48 AM
BIS_fnc_KK changed Resolution from Open to Won't Fix.
ColonelCarston added a comment.EditedSep 16 2021, 11:44 PM

but there was no reason as everyone is free to adjust it to their liking

It is currently impossible to adjust Aiming Deadzone to have a consistent experience across all different optics and zooms because of the change as the deadzone no longer scales with FOV at all.

The video below shows why this isn't a comparable fix. I shouldn't have to readjust the aiming deadzone to get the proper amount that I want everytime the zoom level changes.

in 2.02 deadzone was not useable, would you like it back ;)

If it means that no matter what zoom and what optic I'm using my sight never leaves the screen? Then yeah, I would prefer it back.

The old behavior of realigning the sight picture to the viewport was not ideal, but it at least kept the deadzone useful at all levels on the slider.

A much better alternative than the past behavior, and the current behavior of letting the sight wander off the screen entirely, would be to realign the center of the viewport when zooming in as such that the weapon remains on target.

I'm really sorry you are not happy with the fix we applied in 2.04, I haven't seen any complains except yours, so this was unexpected. I have re-downloaded 2.02 to compare, and while it is true, when optics are brought up, the movement is artificially restricted to stay within the screen boarders, this was the culprit for initial issue of unusable deadzone. At the moment the free swing is constant between all types of optics and sights, meaning, if you find 2 objects at a distance deadzone apart, the range of the barrel free movement before your body starts turning will be identical whether it is no sights, iron sights, optics or zoom in any of the above. This makes it consistent and usable. in 2.02 optics and zoom movement was limited to the screen borders, so if you would point your weapon at an object at the edge of deadzone and then zoom or bring up the optics, your aim would jump towards the screen center and you end up aiming not where you were pointing. After 2.04 you actually are aiming where you pointed.

I will leave this ticket open and will discuss with the team the possibility of adding legacy (broken) dedzone handling as an option, so that you could use it as it was in 2.02 and prior.

BIS_fnc_KK reopened this task as Acknowledged.Sep 17 2021, 10:02 AM
BIS_fnc_KK changed Resolution from Won't Fix to Reopened.