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squishall
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Mar 12 2013, 7:13 AM (575 w, 1 h)

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May 10 2016

squishall added a comment to T62834: Muzzle flashes and the corresponding illumination of surroundings is highly unrealistic..

At longer ranges I agree that the illumination is not bad, but at more likely engagement ranges of 50-200m it is definitely noticeable. As a gamer I actually like the muzzle flashes as they do look cool but in terms of not exposing myself to enemy fire because I lit up like a Christmas tree they are not so good.

May 10 2016, 12:17 AM · Arma 3
squishall edited Steps To Reproduce on T62834: Muzzle flashes and the corresponding illumination of surroundings is highly unrealistic..
May 10 2016, 12:17 AM · Arma 3

May 9 2016

squishall added a comment to T61699: Scopes not working with NVG.

cychou is correct. As for snipers they use an actual NV scope on their weapons. I would even question the ability to use goggles with iron sights or any other non-scope sight as it would interfere with proper weapon holding (hit the buttstock or other parts of the weapon due to the protusion of the actual NV eyepiece(s)).

May 9 2016, 11:18 PM · Arma 3
squishall added a comment to T60096: Recoil is way to strong... like in all previos games.

As a 25yr. Infantryman with a good 10 of those years as a Rifle Company shooting instructor I can confidently say that the current modelling of muzzle rise (notice I didn't say recoil) in Arma 3 is wrong. By the way, it is also poorly done in Arma2 ACE.

Note that I have not fired any of the A3 weapons myself in real life.

We need to assume that the variables that go into shooting any firearm are equal across the board for each soldier in game. These variables are such things as strength, eyesight, training, experience, fitness, etc.

Calibre of round makes very little difference in muzzle rise because (in simple terms) the weapon itself is designed to compensate for the increased power as the calibre goes up. Things such as barrell weight, receiver operating mechanism, position of furniture (forestock, pistol grip, etc.), and many others.

In the prone position, wth a rifle, firing single rounds, and holding the weapon properly (which we assume is being done by the game soldier) the weapon will rise straight up and come back down into the same sight picture. The muzzle does not go up and to the right and stay there as it currently does in game. The amount of rise is of little significance in this case; however, I would cut it in half of what it currently is.

In the kneeling position unsupported, single round, the muzzle will rise and move slightly to the right but then it will come back down into, relatively, the same sight picture. Once again, in game it is too drastic and needs to be lessened in terms of how much it moves horizontally as well as vertically.

In the standing position unsupported, single rounds, the current model is not far off. I could live with it; however, the muzzle will come back down into a very loose ( may be off to the right and a little high) original sight picture.

I am not even going to talk about firing a rifle in automatic mode as, even in the prone position, hitting anything greater than 50 metres away is difficult at best. In fact we rarely if ever trained to fire from greater than 25 or 50 metres distance. At that range you need to aim at the lower left (in sitting, kneeling and standing position) of a man size target to have any chance of more than the first round making contact. Automatic fire is an option on modern rifles to be used in house clearing or short range firefights (such as counter-ambush) where amount of lead down range is more important for suppression than accuracy.

In regard to LMGs, MMGs, and the like, with bipod being used, and firing from the prone position the weapon comes straight back and does not rise in any significant way. The sight picture vibrates for obvious reasons but that is all. I also must add that firing one of these MGs from anything but the prone position or supported in other positions is a waste of ammo. Only Arnie Swartzeneggar (?) could possible hold one of these up for any period of time while firing auto to be of any use.

May 9 2016, 9:26 PM · Arma 3
squishall added a comment to T59788: Recoil way to high.

As a 25yr. Infantryman with a good 10 of those years as a Rifle Company shooting instructor I can confidently say that the current modelling of muzzle rise (notice I didn't say recoil) in Arma 3 is wrong. By the way, it is also poorly done in Arma2 ACE.

Note that I have not fired any of the A3 weapons myself in real life.

We need to assume that the variables that go into shooting any firearm are equal across the board for each soldier in game. These variables are such things as strength, eyesight, training, experience, fitness, etc.

Calibre of round makes very little difference in muzzle rise because (in simple terms) the weapon itself is designed to compensate for the increased power as the calibre goes up. Things such as barrell weight, receiver operating mechanism, position of furniture (forestock, pistol grip, etc.), and many others.

In the prone position, wth a rifle, firing single rounds, and holding the weapon properly (which we assume is being done by the game soldier) the weapon will rise straight up and come back down into the same sight picture. The muzzle does not go up and to the right and stay there as it currently does in game. The amount of rise is of little significance in this case; however, I would cut it in half of what it currently is.

In the kneeling position unsupported, single round, the muzzle will rise and move slightly to the right but then it will come back down into, relatively, the same sight picture. Once again, in game it is too drastic and needs to be lessened in terms of how much it moves horizontally as well as vertically.

In the standing position unsupported, single rounds, the current model is not far off. I could live with it; however, the muzzle will come back down into a very loose ( may be off to the right and a little high) original sight picture.

I am not even going to talk about firing a rifle in automatic mode as, even in the prone position, hitting anything greater than 50 metres away is difficult at best. In fact we rarely if ever trained to fire from greater than 25 or 50 metres distance. At that range you need to aim at the lower left (in sitting, kneeling and standing position) of a man size target to have any chance of more than the first round making contact. Automatic fire is an option on modern rifles to be used in house clearing or short range firefights (such as counter-ambush) where amount of lead down range is more important for suppression than accuracy.

In regard to LMGs, MMGs, and the like, with bipod being used, and firing from the prone position the weapon comes straight back and does not rise in any significant way. The sight picture vibrates for obvious reasons but that is all. I also must add that firing one of these MGs from anything but the prone position or supported in other positions is a waste of ammo. Only Arnie Swartzeneggar (?) could possible hold one of these up for any period of time while firing auto to be of any use.

May 9 2016, 7:13 PM · Arma 3
squishall added a comment to T59645: Unmanageable recoil and recoil inconsistancy.

As a 25yr. Infantryman with a good 10 of those years as a Rifle Company shooting instructor I can confidently say that the current modelling of muzzle rise (notice I didn't say recoil) in Arma 3 is wrong. By the way, it is also poorly done in Arma2 ACE.

Note that I have not fired any of the A3 weapons myself in real life.

We need to assume that the variables that go into shooting any firearm are equal across the board for each soldier in game. These variables are such things as strength, eyesight, training, experience, fitness, etc.

Calibre of round makes very little difference in muzzle rise because (in simple terms) the weapon itself is designed to compensate for the increased power as the calibre goes up. Things such as barrell weight, receiver operating mechanism, position of furniture (forestock, pistol grip, etc.), and many others.

In the prone position, wth a rifle, firing single rounds, and holding the weapon properly (which we assume is being done by the game soldier) the weapon will rise straight up and come back down into the same sight picture. The muzzle does not go up and to the right and stay there as it currently does in game. The amount of rise is of little significance in this case; however, I would cut it in half of what it currently is.

In the kneeling position unsupported, single round, the muzzle will rise and move slightly to the right but then it will come back down into, relatively, the same sight picture. Once again, in game it is too drastic and needs to be lessened in terms of how much it moves horizontally as well as vertically.

In the standing position unsupported, single rounds, the current model is not far off. I could live with it; however, the muzzle will come back down into a very loose ( may be off to the right and a little high) original sight picture.

I am not even going to talk about firing a rifle in automatic mode as, even in the prone position, hitting anything greater than 50 metres away is difficult at best. In fact we rarely if ever trained to fire from greater than 25 or 50 metres distance. At that range you need to aim at the lower left (in sitting, kneeling and standing position) of a man size target to have any chance of more than the first round making contact. Automatic fire is an option on modern rifles to be used in house clearing or short range firefights (such as counter-ambush) where amount of lead down range is more important for suppression than accuracy.

In regard to LMGs, MMGs, and the like, with bipod being used, and firing from the prone position the weapon comes straight back and does not rise in any significant way. The sight picture vibrates for obvious reasons but that is all. I also must add that firing one of these MGs from anything but the prone position or supported in other positions is a waste of ammo. Only Arnie Swartzeneggar (?) could possible hold one of these up for any period of time while firing auto to be of any use.

May 9 2016, 7:07 PM · Arma 3
squishall added a comment to T58966: Insane recoil on weapons.

Let me see if I can explain this better. First, we are not talking recoil here. I wish people would stop calling it that. If you were to mount any rifle on a roller skate and pull the trigger the RECOIL will cause the roller skate to go straight back until the energy ran out. Recoil is straight back so were not talking about that.

What we are talking about is muzzle rise, barrel lift, or what ever you wish to call it. The reason the weapon rises up is because the butt of the weapon is in your shoulder and because your shoulder cannot absorb all of the recoil energy the remainder takes the path of least resistance which is upwards with butt as the pivot point. The reason the muzzle moves to the right (for right handed shooters and left for left handed shooters) is due to the rotation of the shoulders/upper body while in the kneeling, standing position. In the prone position (as long as your position is correct) the muzzle does not move to the right is because there is more body weight and back strength behind the weapon.

The reason the sight picture comes back to the original (or close to the original) is because when you hold a rifle properly (remember we are assuming the game soldiers are trained properly) your muscles are (for lack of a better word) locked into place. This locking has tremendous strength and resists allowing the weapon to move as much as they can. So when you fire they naturally, and without conscious effort by the shooter, bring the weapon back into its original position (or close to it).

I don't mean any offence to anyone but you do not have to consciously bring the weapon back into aim in RL and therefore you should not have to do it in a simulator like Arma.

Sorry, I wish I was a little more knowledgeable about the scientific aspects of Physics but there you have it in as simple terms as I can use.

May 9 2016, 4:11 PM · Arma 3