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| Joint Operations - General Discussion General discussion forums for Joint Operations. |
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#1 (permalink) |
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Join Date: Oct 2004
Posts: 2
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Lo all :-),
I have read many of the excellent tutorials by Sarc and Co - thank you for those - and it has really improved my game. I've only had the game for 3 days so don't expect to know everything but one thing still really confuses me about adjusting for range with the sniper rifle, M203 etc I have no problem using the binoculars to get the range, and adjusting for elevation on the weapon to the nearest setting (although I don't recall seeing documented the use of CTRL+mousewheel in the manual or in-game control options). Sarc mentioned in one of his tutorials that you can fine tune the weapon sight to fine tune the aim when the elevation setting does not exactly match the target range. So! My question is; how do you do this? What default keys fine tune the weapon sight? Currently I am doing this by aiming slightly high or low, which is, quite literally, hit and miss!!!! Please help or, if I have missed the point, set me straight!!!! Chil PS Apologies if this is documented elsewhere. I have looked but there's a lot of material here.... :-) Last edited by Chil; 10-08-2004 at 08:39 AM. Reason: Forgot to say Hi! |
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#2 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Newbie Q - adjusting for range
I don't think you can fine tune the scope other than getting it to the nearest hundred metres. Once you have that you'll need to use the pips on the scope. I think that each pip represents 100m so halfway would be for 50.
So in practical terms. If your target is 645M out, set your scope to 600m and then aim slightly high, the mid point between the scope centre and the first pip. If your target is 625m, then it's in between the scope centre and the 50m mark. I hope that makes sense. If not hop onto teamspeak sometime if you see one of us and we can take you through it. ![]() |
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#3 (permalink) |
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Join Date: Oct 2004
Posts: 2
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Re: Newbie Q - adjusting for range
Hey Jex,
Thanks for the reply! Yes that makes perfect sense. I was confused enough about the apparent lack of instructions for CTRL+mousewheel, let alone discovering more undocumented controls!!!!! Chil PS it is, of course, entirely possible that I just failed to spot the instructions!!! |
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#4 (permalink) |
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Join Date: Oct 2004
Posts: 109
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Re: Newbie Q - adjusting for range
I do it slightly differently. I go to the nearest 100 and if that's farther than the range, I aim low. In fact, I prefer to aim low than high. I find I hit more often when aiming low, albeit with fewer head shots. I'm not the world's greatest sniper, though, so I may be compensating subconsciously to prevent complete misses.
Salt liberally. |
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#5 (permalink) |
![]() ![]() Join Date: May 2003
Location: Rhode Island
Age: 30
Posts: 4,136
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Re: Newbie Q - adjusting for range
I approach it similarly, Ducki. Goodness knows, it's worked just fine when hunting you!
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__________________
Resurgent's New Motivational Motto: "Now train harder! Live inside your character! If it dies, YOU DIE! Focus!" Jesus had a soulstone. |
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#6 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Newbie Q - adjusting for range
As far as I've practiced, the pips represent 100M increments. I'll have to go back to the drawing board and work out firing solutions for different magnification levels. I'll post up my findings shortly.
Tonight I also start work on NILE, and plan to make a start on a COOP weapons range training map. This will have static AI targets set to super-dumb setting (so no change needed there then lol ) and set out up to 1000m (depending on what level I have to set the fog distance). This should allow everyone the chance to properly test their weapons.I know NILE isn't quite complete yet, anyone know of any restrictions that'll make this a no-go? |
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#7 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Newbie Q - adjusting for range
There shouldn't be any problems doing something like that. I don't know if it can be made singleplayer. There might be issues, there might not. The AI is hard to set up but if they aren't supposed to attack then that's no problem. There's probably some work in figuring out patrols because I think there were problems getting that set up properly. Most things should work since the latest version has started implementation of scripting and events. It's just figuring it out because there isn't any documentation.
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#8 (permalink) | |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Newbie Q - adjusting for range
Quote:
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#9 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Newbie Q - adjusting for range
You can measure distance in creative ways like setting a spawn volume and giving it a zone radius of 100m. You'll be able to see the zone area in the editor. Or you can use the grids. I'm sure we can find some solutions for what we want.
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#10 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Newbie Q - adjusting for range
I was looking at the grid range last night in NILE. If I set a value of 100 - is that 100M? Saying that though I can't see a thing in 3d mode for some reason.
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#11 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Newbie Q - adjusting for range
If it's dark in 3D mode, try changing the time of day. If that's not the problem, it could be the fog or you're too high in the sky. Switch to 2D and zoom really close then switch to 3D.
The grids are in meters. So setting the grids to 1 will be 1m squares. |
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#14 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Newbie Q - adjusting for range
Tried out some ranging with the L115A last night. You really need to practice this yourself to get the pips right it depends on your zoom level (oibviously).
Don't forget your range card. If you're setting up somewhere for a while use the Bino's to measure distance to several objects and draw these on a piece of paper. This way you'll know what distances are and you should be able to compensate more accurately. |
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