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Thread: Realistic optics

  1. #11
    I tested with a minimod (a modified config file - opticsZoomMin/Max params) and everything is just fine. Not a 3D optics but it looks more realistic. Graticles can be scaled down a bit for a perfect fit but its far better anyway.

  2. #12
    whats the problem here? its quite right:



    just count...

    weapon used: L85A2 ACOG


    regarding your first pic.. was that about 500m ??

    i just made an ingame comparison with a 500m far away house

    http://s7.directupload.net/images/120620/ysuhuago.jpg

    maybe you think holding the right MB is zoom?! its not. its the only way to portrait a 360° world onto a 2D screen. We humans see like 160° (http://www.itbroadcastanddigitalcine...1-11-09_be.jpg) but we have only flat screens.. how to solve this? use FOV...



    http://forums.overclockers.co.uk/sho...8&postcount=61

    we could all play with the fisheye, but its not so attractive and we would need big screens to be able to shoot far away objects

    http://interscript.de/Ingo/1080p_fov_room_night.png
    http://i.imgur.com/ITB9O.jpg

    still only 90 - now doulbe that fisheye: http://cdn.overclock.net/f/fc/fc1436...1505836536.png
    http://img144.imageshack.us/img144/8...8191579cc1.jpg
    unplayable..
    Last edited by tremanarch; Jun 20 2012 at 00:04.

  3. #13
    Interesting theory but holding RMB is really "zoom". If you dont belive it, check controls settings, its called "zoom". Also, you can use a real ACOG and see how it feels compared to ArmA.

  4. #14
    maybe it says that in the options. But it aint zooming. Zooming means make all the things bigger. but what actually happenes with RMB is that you see a decreased field of view stretched onto the screen (so what is left seems larger. that is what Max Power tried to say:

    Quote Originally Posted by Max Power View Post
    One thing to take into account is that 1x zoom is not the default field of view in first person, but the zoomed in field of view. The default field of view is actually zoomed out a bit to get a wider view area.
    it feels like a zoom, but it aint a real zoom.. when looking through the ACOG it only zooms, there is no altering of the FOV.. (of course you see a decreased cutout but not an altered Field of View I guess.

    I still could be wrong here, but that is what I get the things are working out here... Not for sure though.

    There is also a difference between horizontal and vertical FOV... (dunno how it is done in ArmA II)


    Is there not even sth. about this matters in the ingames tutorial?

  5. #15
    Quote Originally Posted by tremanarch View Post
    maybe you think holding the right MB is zoom?! its not. its the only way to portrait a 360° world onto a 2D screen.
    It is - sometimes it's useful to know the definitions . Like you said, pressing the RMB increases the (apparent) angular diameter (the angle depicted on your sketch, usually measured in radians) of an object. The larger the angle at which you see the object, the bigger it seems to you. The factor for which an optical device increases that angle is called angular magnification/zoom. As someone else noted, binoculars and telescopes usually have their magnification specified as angular magnification (as opposed to linear).

  6. #16
    ah okay thats too much detail ..

    it is just that the ACOG Zoom is 4x times of the RMB FOV and not the default -not-pressing-a-button FOV..

  7. #17
    If you guys have ever studied the CfgWeapons parameter: OpticsMin, OpticsMax, OpticsInit, you will find that all the optics zoom rate are actually based on 0.25, not 0.5(Default FOV view), so all the zoom rate in ArmA2 are actually doubled if you refrence the init FOV. Why BIS do it like this, because currently our monitor screen are not wide enough, if we use 0.25 for our init default, we would get very narrow FOV and would feel uncomfortable.
    Last edited by Lao Fei Mao; Jun 21 2012 at 08:20.

  8. #18
    Realistic Acog sights are something that I've been hopeing for for quite some time. I suggested it two times in the Arma 3 suggestion thread (strangely enough, it still didn't make it onto the list). Unfortunately it seems we won't see it any time soon, since the e3 footage shows an acog-like sight with the cardboard-hole technique instead of at least zooming in the whole screen like any other game does it by now. It could however be that the used sight does not support the bindon aiming concept like an acog does and therefore would be realistic to loose the peripheral vision. So maybe we still might still see something new in Arma 3 in this regard (fingers crossed, although quite pessimistically ).
    Last edited by _sherlock_; Jun 27 2012 at 09:49.

  9. #19
    Quote Originally Posted by _sherlock_ View Post
    Realistic Acog sights are something that I've been hopeing for for quite some time. I suggested it two times in the Arma 3 suggestion thread (strangely enough, it still didn't make it onto the list). Unfortunately it seems we won't see it any time soon, since the e3 footage shows an acog-like sight with the cardboard-hole technique instead of at least zooming in the whole screen like any other game does it by now. It could however be that the used sight does not support the bindon aiming concept like an acog does and therefore would be realistic to loose the peripheral vision. So maybe we still might still see something new in Arma 3 in this regard (fingers crossed, although quite pessimistically ).
    Indeed, one last thing I want to mention here, you dont stick your eye on optics like you do on binoculars because you end up with your eye hurt because of recoil. So there is more a tunnel vision for acogs and scopes, which is not quite well currently simulated. The field of view should be also a bit smaller. That's why in this picture everything looks closer to real:

    http://imageshack.us/f/844/fovdemo.jpg/

  10. #20
    yeah please give us realistic Optics


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