While attempting to zero the optics in the vehicle in the vehicle showcase, I found that the results are greatly off. This occurred while attempting to fire from the hill approaching the vehicle camp approximately 500m away from targets. Zeroing at 400m results in having to fire with the reticule facing significantly upwards (it severely undershoots). At 600m, I have to aim significantly below it (severe overshoot).
It makes that section a session of saving, aiming, firing, aiming down more, shooting, aiming down more, etc, reloading, starting from where I left off, etc.
Description
Details
- Legacy ID
- 204621822
- Severity
- Major
- Resolution
- Duplicate
- Reproducibility
- Have Not Tried
- Category
- Controls
Try zeroing while in optics mode. Not sure if elevation of vehicle in relation to target is correlated yet.
Event Timeline
I don't understand, form your explanation it is working as intended.
If you zero above the actual range you have to put the reticule under your target and when zeroing under the actual range you have to put the reticule over your target.
I'm actually quite confused with what you said, please, refrase :)
You have to remember that the zero range is only calibrated for a target that would be at level elevation with your weapon. Firing at targets at lower or higher elevations will change where your rounds actually land.
If the turrets had actual fire control systems with laser rangefinders and built-in GPS systems to determine the slant range, then we could get accurate impacts.
If I am aiming at something at 500m away and it is zeroed at 600, I have to aim down to where I can't even see the target (say 45 degrees) to hit it. If I zero at 400m (it doesn't give an option for 500), I never did manage to fire the projectile high enough to get the target. Maybe it was just a glitch or something, but having used zeroing in other games including this one's predecessors, the effect seemed a bit exaggerated.