Rg
Jan 21 2007, 22:17
*EDIT* - NEW VIDEO - Iron Sight Issues (http://files.filefront.com//;6596918;;/)
"This is a video that explains the iron sight issues and the difference between having a low FOV (default) and high FOV (modified) in iron sight/optic mode and also the possibility of having freeaim. I made this kind of quick even though it took a few hours, but I hope this makes things clearer."
I also added a new picture below with comments in green and red.
-------------------------------------------------------------------------------------
I have a few very important suggestions/ideas that would give players more control and awareness. Starting with......
-------------------------------------------------------------------------------------
Gun Position In First Person View
-------------------------------------------------------------------------------------
a) position of your weapon in first person view. This applies to both cadet and veteran players, but changing it would be more useful for players that do not use crosshairs. The current gun position does not give you a sense that you’re actually holding the gun up to your shoulder. When you look at a soldier in game, they’re gun is pretty close up to they’re eye, but when you look at your gun placement in first person view, it almost looks like your firing from the hip. Instead of the sight line close to your eye and the butt of the gun in your shoulder (I know if you freelook, the butt of the gun is in your shoulder, but when looking straight it doesn’t give that impression). It looks like the gun is held like a firing from the hip position.
I made an animation to illustrate this point.....(Notice that if your gun is higher up and closer into your body, your sense of aim (without using crosshairs) increases. This included with the free aim that is already in the game, gives players much more awareness of where your gun is actually pointed to with more precision and control then before)...........
http://img144.imageshack.us/img144/970/gunmodeanimationsmall7fv.gif
Sorry for my poor Photoshop skills, as this animation is clearly not accurate, but this should give you a clearer understanding of what I mean. Of course the perspective and other things are slightly off (the butt of the gun should be slightly more inward towards the center and the gun shouldn’t be as high and slanted, ect...), but you should be able to see what I’m getting at.
.......and here is the default ArmA gun position with comments....
http://img219.imageshack.us/img219/9848/armaeyeline6yv.jpg
Here are two pictures taken from the RvS clips Dslyecxi posted here ( http://dslyecxi.com/bestoftactical.html ).
1) http://img245.imageshack.us/img245/130/rvs14qa.jpg 2) http://img263.imageshack.us/img263/6779/rvs28vp.jpg
The gun placement isn’t “perfect”, but it’s "pretty good".
Here is a picture I made a while back........
http://img226.imageshack.us/img226/7653/ironsightview3abb1.jpg
IMO, I still think even these gun positions need to be slightly higher and have less of an angle looking down the barrel by moving the butt of the gun slightly more inward toward the body.
-------------------------------------------------------------------------------------
Iron Sight / Optics View
-------------------------------------------------------------------------------------
There is also one other thing that I want to change/experiment with (if BIS does not make the change) and that is the.....
b) iron sight/optics view. Right now it’s either have your gun in the “fire from the hip” position with no zoom (high FOV) or looking down the sights with way too much Zoom (low FOV). My thought on this is to have the default FOV/Zoom when you go into iron sight mode (meaning there is no Zoom), but when you zoom into your sight, it only Zooms in slightly (maybe as much or slightly less then the default iron sight view without Zooming is). I tested this and found out that your “head camera” moves down to the butt of the gun, so when you increase your FOV to the default “head camera” setting (which is no Zoom), you get a “fish eyed” gun view...... http://img244.imageshack.us/img244/7938/arma20070105062901231yw.jpg
Below is the default iron sight/optic view.........
http://img187.imageshack.us/img187/286/arma20070115221947065su.jpg
Now, to solve this (I’m guessing), you could move the position of your “head camera” forward along the Z-axis , while not changing the FOV of the entire picture, until it is at the correct position. A small FOV adjustment may be necessary, but hopefully not.
http://img219.imageshack.us/img219/5618/zaxisironsight0dn.jpg
Notice how aware you are of your surroundings when there is no zoom applied to the iron sight/optic view (look at the environment to the left and right of the two pictures above).
I should also point out that with no zoom on phase 2 (see below for explanation), you can walk in iron sight/optic view without feeling like you are going to throw up.
To make things easier, let’s call the gun lower position phase 1, iron sight/optics view phase 2, and zoomed in iron sight/optics view phase 3. Notice that without the FOV change in phase 2, you are still aware of your surroundings......
http://img62.imageshack.us/img62/1899/gunmodeanimation3small2ax.gif
.....whereas with the default phase 2 with the Zoom/low FOV, your view is restricted.
http://img240.imageshack.us/img240/2023/gunmodeanimation3defsma1kp.gif
Here is a small pistol comparison animation.......(The left side is the modified one with no Zoom in phase 2 and the one on the right is the default phase 2 zoom of the original game when you zoom in fully).......
http://img262.imageshack.us/img262/9225/pistolmodified29cq.gif
What would also be a huge improvement is if in phase 2 you can still use freeaim like Infiltration. Look at the infiltration video that Dslyecxi posted on his site - http://video.google.com/videopl....hl=en), (http://video.google.com/videoplay?docid=-6106775160092980013&hl=en),)
Maybe in phase 3 when you zoom in, your gun can lock in place for the slightly zoomed in precision shot. I realize that freeaim in iron sight mode may not work like this, because there really is no “phase 3”. All “phase 3” is, is zoom added to phase 2, so there are really only 2 modes (gun at hip and iron sight/optic mode), but hopefully there is someway to incorporate this locking feature when you zoom in.
After thinking about ways to improve combat in ArmA, it’s amazing how many things are exactly as I imagined them for ArmA that are already in Infiltration. They really got their first person/no crosshair gameplay as good as possible. They give you enough visual feedback to have as much control and be pretty precise without the use of crosshairs. Also look at their grenade system ( http://video.google.com/videoplay?docid=705675169925203364&hl=en ) and M-203 ladder sights ( http://dslyecxi.com/images....hts.jpg (http://dslyecxi.com/images/bestoftactical/infiltration/inf_203_sights.jpg) ).
-------------------------------------------------------------------------------------
Temporary Raise Weapon / Lower Weapon
-------------------------------------------------------------------------------------
Now, I don’t know if this is a bug or not, but if you use the “raise gun” button, it isn’t a true “temporary” function. If you hold it for a few seconds and move your body it locks whatever position you are in, meaning if you are in “at ease” mode and you hold the “raise weapon” button to bring your gun up to be in “aware” mode, if you moved around and you want to go to go back to “at ease” mode by letting go of the button you are holding, it doesn’t go back to “at ease” mode. It locks you into “aware” mode and vice versa, so it doesn’t act as a true temporary function like “walk or run temporary” does. I don’t know if this was on purpose, but I don’t see why it would be, since there are already 2 options “raise weapon”/”toggle raise weapon”, the first one should be a true temporary function, since you already have a toggle function for that action.
If this does indeed get changed or fixed, there is an experimental idea I have for this game that would use that function. Right now as it is, if you “raise/lower” your weapon you go into “ready”(aware)/”at ease”(careless) mode. I am hoping that there is some way to incorporate a “raise/lower” weapon feature while keeping you in the “ready”(aware) mode. This isn’t as easy as a task as the two ideas I posted above, but there would have to be a change in the animations to
a) have the gun pointed down towards the ground by default and you have to hold a button to bring up your gun so your in the “ready” position when you spot a tango (think of what you see in RvS or Swat, when the AI or another person point the gun to the ground and only raise it when necessary
OR
b) keep the gun up by default and when you hold the “temporary raise/lower weapon” button, your gun lowers to the ground to give you a less obstructive view.
Now if this working “temporary raise/lower weapon” button is implemented correctly, this could possibly also be used when in iron sight/optic view (phase 2) similar to this picture from Infiltration. It would give you a better view when you need it, but still keeping you in the iron sight mode ( http://dslyecxi.com/images....iew.jpg (http://dslyecxi.com/images/bestoftactical/infiltration/inf_lower_is_for_better_view.jpg) )
It could either be where you press or hold a button to bring up your weapon to the “ready” position or it could be reversed, so that you are always in the “ready” position and you press a button to lower your weapon, so that you can have a less obstructive view. The first option would be interesting, but the second seems more user friendly, since it would be used less.
-------------------------------------------------------------------------------------
Fluid Movement Option
-------------------------------------------------------------------------------------
I will just quickly mention this, because it’s not a “necessary” change and only BIS could implement it, but what would be very interesting is to see a “fluid movement” function in this game. Think of the movement speed system that was in Hidden&Dangerous and Splinter Cell. You would control your players speed by the mouse wheel up/down. Now some may hate this idea, but I’m asking for an option to control your speed this way. Frankly, I hate that evasive forward isn’t a toggle/temporary function like “walk/run temporary/toggle” is (you have to let go of W to stop, you can't slow down smoothly).
You may be thinking about a conflict with the action menu and mouse wheel, but I would think it would be possible to have a button to bring up the action menu to scroll through with your mouse wheel, but when you close out the action menu, your mouse wheel controls your speed once again.
For example, if you are walking at the slowest speed and hit the action menu button, you can still walk, but you cannot change your speed until you close out the action menu, because while you have the action menu open, the mouse wheel is used to scroll. This is just an interesting suggestion. Everything else I talked about I feel strongly about.
-------------------------------------------------------------------------------------
Closing
-------------------------------------------------------------------------------------
In closing, I would love for BIS to change some of this if not all, but realistically I don’t know if they would change something like this since the game is already out (although the huge 505 release is still 1 month away), but if any of you are reading this, please seriously consider these changes if you haven’t already done so.
Since the possibility for BIS to change some or all of these things is probably slim (I hope not though), I want to fix what I can myself or with help, or maybe even a mod team was thinking of fixing some of these. Everything should be doable, except for the temporary raise/lower weapon function and the fluid movement function, which would have to be changed/fixed by BIS. The rest might (and I hope), as a temporary fix, be as simple as lowering your “head camera” downward and slightly towards your gun for phase 1 and moving your “head camera” forward along the Z-axis for iron sight/optic view (phase 2).
If this is the case, how do you make an adjustment like this? Is it a matter of changing a few numbers in a file or do you have to use a 3D modeling, animating and rendering program like Maya, LightWave, or Oxygen, which means we have to wait for the tools to be released?
If you made it this far, thanks for spending the time to read this long post.
If you have comments/suggestions/advice, please respond.
Thanks,
Rg
"This is a video that explains the iron sight issues and the difference between having a low FOV (default) and high FOV (modified) in iron sight/optic mode and also the possibility of having freeaim. I made this kind of quick even though it took a few hours, but I hope this makes things clearer."
I also added a new picture below with comments in green and red.
-------------------------------------------------------------------------------------
I have a few very important suggestions/ideas that would give players more control and awareness. Starting with......
-------------------------------------------------------------------------------------
Gun Position In First Person View
-------------------------------------------------------------------------------------
a) position of your weapon in first person view. This applies to both cadet and veteran players, but changing it would be more useful for players that do not use crosshairs. The current gun position does not give you a sense that you’re actually holding the gun up to your shoulder. When you look at a soldier in game, they’re gun is pretty close up to they’re eye, but when you look at your gun placement in first person view, it almost looks like your firing from the hip. Instead of the sight line close to your eye and the butt of the gun in your shoulder (I know if you freelook, the butt of the gun is in your shoulder, but when looking straight it doesn’t give that impression). It looks like the gun is held like a firing from the hip position.
I made an animation to illustrate this point.....(Notice that if your gun is higher up and closer into your body, your sense of aim (without using crosshairs) increases. This included with the free aim that is already in the game, gives players much more awareness of where your gun is actually pointed to with more precision and control then before)...........
http://img144.imageshack.us/img144/970/gunmodeanimationsmall7fv.gif
Sorry for my poor Photoshop skills, as this animation is clearly not accurate, but this should give you a clearer understanding of what I mean. Of course the perspective and other things are slightly off (the butt of the gun should be slightly more inward towards the center and the gun shouldn’t be as high and slanted, ect...), but you should be able to see what I’m getting at.
.......and here is the default ArmA gun position with comments....
http://img219.imageshack.us/img219/9848/armaeyeline6yv.jpg
Here are two pictures taken from the RvS clips Dslyecxi posted here ( http://dslyecxi.com/bestoftactical.html ).
1) http://img245.imageshack.us/img245/130/rvs14qa.jpg 2) http://img263.imageshack.us/img263/6779/rvs28vp.jpg
The gun placement isn’t “perfect”, but it’s "pretty good".
Here is a picture I made a while back........
http://img226.imageshack.us/img226/7653/ironsightview3abb1.jpg
IMO, I still think even these gun positions need to be slightly higher and have less of an angle looking down the barrel by moving the butt of the gun slightly more inward toward the body.
-------------------------------------------------------------------------------------
Iron Sight / Optics View
-------------------------------------------------------------------------------------
There is also one other thing that I want to change/experiment with (if BIS does not make the change) and that is the.....
b) iron sight/optics view. Right now it’s either have your gun in the “fire from the hip” position with no zoom (high FOV) or looking down the sights with way too much Zoom (low FOV). My thought on this is to have the default FOV/Zoom when you go into iron sight mode (meaning there is no Zoom), but when you zoom into your sight, it only Zooms in slightly (maybe as much or slightly less then the default iron sight view without Zooming is). I tested this and found out that your “head camera” moves down to the butt of the gun, so when you increase your FOV to the default “head camera” setting (which is no Zoom), you get a “fish eyed” gun view...... http://img244.imageshack.us/img244/7938/arma20070105062901231yw.jpg
Below is the default iron sight/optic view.........
http://img187.imageshack.us/img187/286/arma20070115221947065su.jpg
Now, to solve this (I’m guessing), you could move the position of your “head camera” forward along the Z-axis , while not changing the FOV of the entire picture, until it is at the correct position. A small FOV adjustment may be necessary, but hopefully not.
http://img219.imageshack.us/img219/5618/zaxisironsight0dn.jpg
Notice how aware you are of your surroundings when there is no zoom applied to the iron sight/optic view (look at the environment to the left and right of the two pictures above).
I should also point out that with no zoom on phase 2 (see below for explanation), you can walk in iron sight/optic view without feeling like you are going to throw up.
To make things easier, let’s call the gun lower position phase 1, iron sight/optics view phase 2, and zoomed in iron sight/optics view phase 3. Notice that without the FOV change in phase 2, you are still aware of your surroundings......
http://img62.imageshack.us/img62/1899/gunmodeanimation3small2ax.gif
.....whereas with the default phase 2 with the Zoom/low FOV, your view is restricted.
http://img240.imageshack.us/img240/2023/gunmodeanimation3defsma1kp.gif
Here is a small pistol comparison animation.......(The left side is the modified one with no Zoom in phase 2 and the one on the right is the default phase 2 zoom of the original game when you zoom in fully).......
http://img262.imageshack.us/img262/9225/pistolmodified29cq.gif
What would also be a huge improvement is if in phase 2 you can still use freeaim like Infiltration. Look at the infiltration video that Dslyecxi posted on his site - http://video.google.com/videopl....hl=en), (http://video.google.com/videoplay?docid=-6106775160092980013&hl=en),)
Maybe in phase 3 when you zoom in, your gun can lock in place for the slightly zoomed in precision shot. I realize that freeaim in iron sight mode may not work like this, because there really is no “phase 3”. All “phase 3” is, is zoom added to phase 2, so there are really only 2 modes (gun at hip and iron sight/optic mode), but hopefully there is someway to incorporate this locking feature when you zoom in.
After thinking about ways to improve combat in ArmA, it’s amazing how many things are exactly as I imagined them for ArmA that are already in Infiltration. They really got their first person/no crosshair gameplay as good as possible. They give you enough visual feedback to have as much control and be pretty precise without the use of crosshairs. Also look at their grenade system ( http://video.google.com/videoplay?docid=705675169925203364&hl=en ) and M-203 ladder sights ( http://dslyecxi.com/images....hts.jpg (http://dslyecxi.com/images/bestoftactical/infiltration/inf_203_sights.jpg) ).
-------------------------------------------------------------------------------------
Temporary Raise Weapon / Lower Weapon
-------------------------------------------------------------------------------------
Now, I don’t know if this is a bug or not, but if you use the “raise gun” button, it isn’t a true “temporary” function. If you hold it for a few seconds and move your body it locks whatever position you are in, meaning if you are in “at ease” mode and you hold the “raise weapon” button to bring your gun up to be in “aware” mode, if you moved around and you want to go to go back to “at ease” mode by letting go of the button you are holding, it doesn’t go back to “at ease” mode. It locks you into “aware” mode and vice versa, so it doesn’t act as a true temporary function like “walk or run temporary” does. I don’t know if this was on purpose, but I don’t see why it would be, since there are already 2 options “raise weapon”/”toggle raise weapon”, the first one should be a true temporary function, since you already have a toggle function for that action.
If this does indeed get changed or fixed, there is an experimental idea I have for this game that would use that function. Right now as it is, if you “raise/lower” your weapon you go into “ready”(aware)/”at ease”(careless) mode. I am hoping that there is some way to incorporate a “raise/lower” weapon feature while keeping you in the “ready”(aware) mode. This isn’t as easy as a task as the two ideas I posted above, but there would have to be a change in the animations to
a) have the gun pointed down towards the ground by default and you have to hold a button to bring up your gun so your in the “ready” position when you spot a tango (think of what you see in RvS or Swat, when the AI or another person point the gun to the ground and only raise it when necessary
OR
b) keep the gun up by default and when you hold the “temporary raise/lower weapon” button, your gun lowers to the ground to give you a less obstructive view.
Now if this working “temporary raise/lower weapon” button is implemented correctly, this could possibly also be used when in iron sight/optic view (phase 2) similar to this picture from Infiltration. It would give you a better view when you need it, but still keeping you in the iron sight mode ( http://dslyecxi.com/images....iew.jpg (http://dslyecxi.com/images/bestoftactical/infiltration/inf_lower_is_for_better_view.jpg) )
It could either be where you press or hold a button to bring up your weapon to the “ready” position or it could be reversed, so that you are always in the “ready” position and you press a button to lower your weapon, so that you can have a less obstructive view. The first option would be interesting, but the second seems more user friendly, since it would be used less.
-------------------------------------------------------------------------------------
Fluid Movement Option
-------------------------------------------------------------------------------------
I will just quickly mention this, because it’s not a “necessary” change and only BIS could implement it, but what would be very interesting is to see a “fluid movement” function in this game. Think of the movement speed system that was in Hidden&Dangerous and Splinter Cell. You would control your players speed by the mouse wheel up/down. Now some may hate this idea, but I’m asking for an option to control your speed this way. Frankly, I hate that evasive forward isn’t a toggle/temporary function like “walk/run temporary/toggle” is (you have to let go of W to stop, you can't slow down smoothly).
You may be thinking about a conflict with the action menu and mouse wheel, but I would think it would be possible to have a button to bring up the action menu to scroll through with your mouse wheel, but when you close out the action menu, your mouse wheel controls your speed once again.
For example, if you are walking at the slowest speed and hit the action menu button, you can still walk, but you cannot change your speed until you close out the action menu, because while you have the action menu open, the mouse wheel is used to scroll. This is just an interesting suggestion. Everything else I talked about I feel strongly about.
-------------------------------------------------------------------------------------
Closing
-------------------------------------------------------------------------------------
In closing, I would love for BIS to change some of this if not all, but realistically I don’t know if they would change something like this since the game is already out (although the huge 505 release is still 1 month away), but if any of you are reading this, please seriously consider these changes if you haven’t already done so.
Since the possibility for BIS to change some or all of these things is probably slim (I hope not though), I want to fix what I can myself or with help, or maybe even a mod team was thinking of fixing some of these. Everything should be doable, except for the temporary raise/lower weapon function and the fluid movement function, which would have to be changed/fixed by BIS. The rest might (and I hope), as a temporary fix, be as simple as lowering your “head camera” downward and slightly towards your gun for phase 1 and moving your “head camera” forward along the Z-axis for iron sight/optic view (phase 2).
If this is the case, how do you make an adjustment like this? Is it a matter of changing a few numbers in a file or do you have to use a 3D modeling, animating and rendering program like Maya, LightWave, or Oxygen, which means we have to wait for the tools to be released?
If you made it this far, thanks for spending the time to read this long post.
If you have comments/suggestions/advice, please respond.
Thanks,
Rg