- User Since
- Mar 9 2013, 1:45 AM (498 w, 19 h)
May 10 2016
Either way, we can agree that the solution to that bug is not to make those optics collimating. The video shows that the optic is not collimated, your point that the sight gets misaligned is valid, but the solution isn't.
Yeah, you changed my mind. I removed the first suggestion from the OP.
I agree that it's a bug, but it's because of the idle animation. The inherent weapon sway is not that idle animation (to clear it up for everyone else). It's mostly observed in prone and any slight mouse movement will correct it. We had similar with the crouched animation and ironsights in Arma 2.
Haha, I remember that in early Arma 2, the problem was far more pronounced there, especially with collimators. It was kinda funny, standing up for better accuracy.
Also, the misalignment also happens in some adjusted stances.
In case of gameplay features, I do agree that scope shadow would be interesting. Right now we have the sway which doesn't misalign the optics and the way to control it with hold breath. I'd love to see those two interacting in some way. But that's a feature request for a different ticket.
I can think of two ways:
- Completely static idle animations with misalignment built into the swaying
- The current idle motions stay, but when you hold your breath it subtly switches to a static version of the animation where the sights are properly aligned.
Take a look at this video from 2:19 to see the same effect http://www.youtube.com/watch?v=ERVjdWurpiU [^]
That video does nothing but demonstrate my point. You can clearly see a MASSIVE scope shadow, indicating that the sight clearly isn't properly aligned with the camera.
You can't say it's realistic misalignment without the realistic indicators that show you whether or not your sight is misaligned.
You'd also perhaps know that at such extremely close distances, even very high quality collimator optics will get some parallax.
The weapon sway itself doesn't cause this, it indeed seems to be some kind of a camera misalignment due to head moving in some idle animation.
And this is why it's a bug and not a feature. Because it's not tied to actual weapon sway you don't have any of the control over sight alignment you'd have in real life. As previously mentioned you also don't have the real life indicators.
Another issue with this is that the sights can appear misaligned if the laser doesn't end in the same distance as the sight. Demonstration in the pictures below.
But that's because you're at far too close range for the laser to function properly. In my screenshots it's clearly visible that the laser is not aligned with the reticule for a very different reason.
Hell, at the distance in your screenshot anything but the lowest mounted ironsights won't be zeroed correctly anyway.
Then there's the dispersion factor added to the weapons which gives bullets some leeway on where they actually hit.
Weapon dispersion with anything but carbines doesn't really seem to be much of a factor to me.
When in doubt, use marksman and sniper rifles to test. Even with a bog standard MX I get a clear loss of accuracy due to the scope and not the rifle itself.
The reticule was accurate enough at the advertised zeroing range shooting at a man sized target.
That's just a matter of luck. If you happen to be caught in the wrong part of the idle animation you will NOT hit your target even at just 200m.
By the way, ironically the more stable stances like prone seem to have more problematic idle animations than standing.
(why did the ticket suddenly change to "assigned"?)
Uploaded an image that demonstrates the misalignment. The screenshots were taken while I was completely idle.
I got the brakes thing again when driving an AFV on the dirt tracks west of Agia Marina. Interestingly enough I didn't get it when I was driving a pickup straight down the side of James2464's BASE jump island at hundreds of KPH.
My guess is that it's connected to the surface you're driving on.
I was driving on a sloped road in Takistan using All in Arma.
I just tried it with the unarmed Hunter, it slams the brakes at around 120.
Reconfirming that as of the current dev build, the ironsights on the EBR are STILL messed up.
Aye, the EBR sights are still wrong.