User Details
- User Since
- Mar 8 2013, 5:40 AM (599 w, 1 d)
May 9 2016
Yes, an automatic TK tracking system with autokick/ban and a voting system would work out nicely. It also means server admins could choose an option that suits them best. +1
This plus illuminated sight brightness adjustment is a must have! They're doing a great job on the weapon and gear customizations, so why not also let the players customize the sight/aiming mechanism?
I get what you're saying, and there is a chance that maybe, just maybe, the scale of the parabolic trajectory ingame is weird. We can't say there is absolutely no error, but the physical mechanics in place are indeed correct.
I'm actually going to vote this up, just to get it cleared out. Only the devs can make sure there's absolutely no error in the code.
Another Quote from papadeltabravo.com:
"This sight setting does not eliminate the sight offset problem at close range! If you are within whites of their eyes distance to your target, you will have to aim high. If you want to hit someone in the ocular cavity box, aim at their hairline."
He's specifically talking about a distance closer than the first intersection between projectile path and aim line of sight. That would be pretty damn close. Funny, isn't it?
What you said was that the bullet impacts or flies over the aimpoint at ranges closer than the zeroing range, and that is exactly how it works in real life.
What you describe might actually be an intentional accuracy. Guns aren't zeroed in along the barrel IRL.
"After the trigger is pressed, the bullet you launch follows a parabolic trajectory. If you sighted along the barrel, it would start falling immediately. Since our sights are on an imaginary line that slopes the barrel up, the bullet initially rises, crosses the line of sight, rises to its highest point, falls back through the line of sight, and continues to fall until it impacts the ground. The points at which the bullet crosses the line of sight is the zero distance, and can be performed on either the close or distant crossing." Quote from www.papadeltabravo.com, there's an image showing this as well.
So according to this, if you set the zero (which I assume is the second intersection ingame) to 300 meters, then you will hit a target thats closer than 300m, but further away than the first zero distance, at a higher point than what you're aiming at.
You say it flies over the head while aiming at the nose. The shots should get more accurate the closer you get to the first and second zero distances. If there is indeed an issue, its likely to be the scale of the ballistic arc the bullet flies on.
Or I might be completely wrong, and there is indeed a bug.
Screenshot appended.
I second this. Adjustable illumination is already available today. Especially in low light/nvg situations being able to adjust illumination on scopes and red dot sights would be handy.
I can confirm this.
I think i read that fastroping will be supported in the engine for A3. Just on a note for rope insertion.
I really love the idea of the grappe! I'd also love to see some ways for interaction between aircraft and boats (ex. Airdrop a RHIB out of a CH-47, the crew paradrops right afterwards), as well as airlifting. Sweet glorious airlifting.
Wow, this is still going on?
I think BI is very well aware of the ruckus this "high priority issue" has caused, and if they consider it implemented they will do their own research and proceed from there. I think enough user input has been received.
There's no point in trying to up one another at this point so can't we just focus on the important issues now?
+1 for issue closure.
Might have to do with HDR settings. Its compareable to the difference between the human eyes and a digital camera. The eyes have a much wider dynamic range.