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RPG "Alamut" reticle calibration issue after 1.40.
Closed, ResolvedPublic

Description

Something goes wrong after 1.40.
Up to 200 meters it's seems ok.
To hit target at 300 you need to aim - 250
At 400 to aim - 300
At 500 to aim - 350
At 600 to aim - 400
At 700 to aim - 500

Video proof - https://www.youtube.com/watch?v=9RPmkvGMe_E

Details

Legacy ID
494031873
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Visual-Weapons
Steps To Reproduce

Go to editor.
Place targets.
And fire.

Event Timeline

Cowcancry set Category to Visual-Weapons.
Cowcancry set Reproducibility to Always.
Cowcancry set Severity to None.
Cowcancry set Resolution to Fixed.
Cowcancry set Legacy ID to 494031873.May 8 2016, 11:43 AM
Adam added a comment.Mar 23 2015, 2:10 PM

Hello Cowcancry,

thank you for submitting the ticket. Could you please upload a simple repro mission displaying the problem? I'm not able to reproduce this issue. It would be a big help.

Thank you.

Hello Adam,
i asked some of my friends and they confirmed that everything is fine with alamut. After comparing screenshots it turned out that I have a problem with image scaling.
I checked my video settings and found out that my "Aspect Ratio" set to Custom. When i set it to "16:9" everything was ok.
After futher testing i found out that problem was with my custom FOV 90 degrees instead of default 70.
The Strange thing that before 1.40 there were no problems with image scalation with my custom FOV.
It seems it starts to scale image in optic mode or smth like that.

it still weird after 1.40, I use eyemeasure when shooting rpg, since 1.40 it "feels" rockets come too short (as in I shouldve aimed higher).

BUT, this is very subjective since I dont rangefind most times before firing rpg, Ive been playing around with personal mapmarkers before using rpg the past days, and I come up shooting short by roughly 100m.

resolution 1680x1050, scaling 16:10