First let me say that I am very impressed with the zeroing for under barrel grenade launchers and that it is very realistic; with the sight physically moving, making you adjust the incline of the rifle. I however was very disappointed when the same mechanic was not implemented for rifle sights. Attached I have a screenshot from the game Red Orchestra 2: Heroes of Stalingrad. The zeroing mechanics in this game are very realistic and close to the mechanics of the UGL for ArmA III. In the screenshot, the rifle is zeroed to 2000 meters, and the sight is adjusted accordingly. This forces the player to put their rifle at an incline in order to line their sights up with the target. In the screenshot I fired at a wall only a few meters away, and the bullet impact is seen above the sights, as it should due to the extreme zeroing. I believe this is an important feature to include because it is quite ridiculous to have your rifle zeroed to 100m and fire at a mountain 600m away, and have the bullets land at the base of the mountain, and then while aiming in the exact same spot, zero the rifle to 800m and have the bullets fly over the mountain. I would imagine that making the zeroing more akin to that of the UGL would also ease up on the amount of processing it takes for a single shot, because the engine no longer has to account for what zeroing the rifle is at.
Description
Description
Details
Details
- Legacy ID
- 3852432215
- Severity
- Feature
- Resolution
- Open
- Reproducibility
- Always
- Category
- Engine