Jump to content

Search the Community

Showing results for tags 'optics'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Text RPG
    • Общий раздел
    • General Discussion
  • Sherpas
    • Общий раздел
    • General Discussion
  • Emissaries
    • Общий раздел
    • General Discussion
  • Russian speaking forum
    • Правила форума
    • Официальное русское коммьюнити Discord
    • Новости проекта
    • Игровой форум
    • Оружейный департамент
    • Разработчикам
    • Поддержка сайта и форума
    • Свободный раздел
  • English speaking forum
    • Forum rules
    • Official Discord English Community
    • Project news
    • General game forum
    • Weapons department
    • For developers
    • Website and forum support
    • Off-topic
  • Deutschsprachiges Forum
    • Forumregeln
    • Projektnachrichten
    • Waffenabteilung
    • Allgemeines Spielforum
    • Off-Themen
  • Multilingual forum
    • Multilingual forum

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 11 results

  1. I bought the Valday 1x/6x optics and it will not let me toggle between the two magnification. Need some help onto why this is happening.
  2. DURAK_IVAN

    Bug, Optics

    Bug that I've found out, in a practice mode OFF-LINE. I do this practices to see how good I'm at shooting with the Mosin, so I took a second rifle with Optics mounted to check my impacts. Impacts are visible without optics, but not with optics. I wonder what else does not render in the optics... I made a little video demonstration, problem is clearly visible.
  3. So going through most of the weapons with each scope i noticed a few issues/opinions: -Most scopes past 4x are extremely slow to move. Not that you should be flinging it around but its borderline useless when its moving 3ft in game left or right with my entire mouse pad. Extremely hard to even follow a target. -Most 1x-4x dont have a true 1x zoom to them. Meaning there is zoom added to something that is suppose to work as a red dot, then into a variable scope. (should work just as the hhs-1, though zoom is added again to the red dot not making it a 1x sight..) -This also happens to red dots when the entire screen is zoomed in, i have been told its to simulate the effect of IRL aiming. (This doesn't make sense because if you just made it how it looks irl you would gain the same effect, which really is just tunnel vision.) Along with this on red dots, the zooming also sacrifices much of the peripheral view around the character. This makes the reason of gaining a wide field of view by using a red dot redundant since it turns it into a roughly 2.5x taking away most peripheral vision. Having a wide peripheral is why red dots are so popular along with the easy aiming. -Again, this happens even on the variable scopes where the whole screen zooms into the scope, while the scope is zoomed in. Making whatever zoom it has increased. This makes some awkward face placements on rifles. Such as the M1a socom, where your face is going through the stock, rear sight, and almost inside the action of the rifle. This happens on many rifles. -Some scopes will clip into top rail lasers, such as the peq, when zoomed in or around 4x. Some of the rubber eye cups on some scopes also clip such as the NSPU-M and the PSO scopes. -The most annoying problem for me is eye relief on a scope. As mentioned with the zooming, i feel its distant from actual aiming of sights on firearms. The lack of being able to adjust stocks, that are adjustable, and the seemingly random cheek placement makes only a few scopes bearable to use in combat within the game. -Zeroing adjustments seem to ignore the height over bore. Another thing i find strange its all weapons can be zeroed at 50-100-150-200, 25 for some sights, but it doesn't really mention if that is in yards or meters. Though there are large differences from Russian and U.S. measurement systems and zeroing practices. (Could of missed what measurement it is but just seems arbitrary without any denotation of measurement.) My suggestions/preferences: -Having the option to set a eye relief towards or away from a scope. Helping with potential eye relief issues since there are so many rifles to work with and an equal amount of scopes/rds. This would be crucial to sniper rifles since each rifle has a different zoom added to them along with how long or short the stock could be. -Being able to adjust stocks can also work with the previous mention of eye relief. This could also be used to shorten or lengthen guns a bit if a player would be going from a long range to close quarters, adding a bit of dynamic to the game. -Being able to place a sight to manually on certain rails. I feel this could be a bit harder to accomplish but this could potentially fix many of these issues. -Removal of zoom added to scopes/rds. If it is a slight zoom, such as akm irons, this is fine since implies your are adjusting your face to see sights properly. I do understand every rifle is different, the placement of sights also dependent on the attachments and position. Im just trying to figure out a more natural and realistic approach of sight alignment compared to IRL. What do you guys think? Any other ideas for aiming?
  4. stanmanth2

    Scopes and Optics Discussion

    The purpose of this thread is to discuss optics in EFT, particularly their in game representation and fidelity. At this juncture (Closed Beta 0.79) the lack of variable magnification to variables like the Hensoldt, Leupold MkIV and March is annoying. It is particularly annoying because of the very high magnification of the scopes currently portrayed, with the Hensoldt 3-12x being the most usable. This is exacerbated by the inability to create a stable firing position using either a rest or a bipod. Hopefully we will get variable magnification sooner rather than later and with generally lower magnifications like 1-6x or 2.5-10x. While I am exploiting the hell out of it, magnified optics and helmet mounted NODS are NOT compatible. You need an in line image intensifier like a PVS-22 to go in front of the optic. Reflex collimators like Aimpoints and Eotechs are OK, magnifiers are not. Optical quality and design make a massive difference in twilight and night time. A big 56mm objective bell (at the front of the optic) collects a lot of light and gives you a rudimentary degree of image intensification. The reverse is the small 24mm objectives found in many 30mm variables. They suck in low light at magnification and you see very little with magnification. Please contact any sporting optics supplier to get an idea of how this works but the best way is simply to go out and look through the scopes at night in an area with less light pollution. PSO sights are all illuminated. You may want to consider an illumination toggle command to turn them on and off. Mounts make a huge difference. Thumbscrew type mounts are not Quick Detach/Return to Zero. So your TA-51, JP cantilever etc. are no good for this. They require index marks and torque wrenches. Proper QD mounts like the Larue, ADM and SIdelok allow you switch mounts without loss of zero. Please contribute to this thread but avoid making it a wishing list.
  5. It would be nice if you could chose where on the picatinny rails to mount your optics. I think the whole point of the rail system is flexibility, so why does my red dot always have to be mounted in the middle of the rail? sometimes i wanna scoot it forward or backward a little. i think that would be a cool feature in this game. unless it already is a feature and i just don't know how to use it, then disregard
  6. Been playing the game for a while, just now decided to check out the forum. My suggestion (which has been mentioned before but didn't really cover my idea in particular) is to add an ALT+[some unused key] function that scaled both the size and intensity of an optic's reticle. This would be very beneficial for two reasons: Firstly, the game takes place in a number of different environments, at all hours of the day, at different levels of light. Being able to adjust the intensity would allow most optics to be used on most maps during all times of the day. Currently there are several optics that are terrible on some maps due to how bright the maps are (and how dim the reticle is). Second, player preference. People love customizing their experience to match their personal style or personality. And while I may not be the most competent developer out there, I don't think that altering brightness settings in unity is that difficult. So it'd be an easy project for the devs and a cool option for players. Regardless though, keep up the good work!
  7. Hello! First I would just like to say that I am very much enjoying the game! Great work guys and I am excited to see what the future holds for Tarkov! I tried searching to see if others have brought this to attention and failed to find anything, so I will make it my first post. I apologize if it has been brought up already. Are there plans to allow exact placement of optics on rails? If not, I would humbly request that the optics attached to the AR-15 series rifles be moved forward to sit properly on the front of the receiver rail. I know it is the most minor nitpick ever, but this game does seem geared towards us gun enthusiasts with its fantastic modding system, and at present when I set up rear-iron co-witness sights, they clip into the EOTechs and Aimpoints because they are mounted too far rearward on the receiver. The fact that I CAN setup co-witness irons got me giddy as a schoolgirl, and I would like to see this addressed at some point and will be a further issue if you plan to include magnifiers and the like. Here are some quick examples of placement, because a complaint without a solution is nothing! Keep up the great work!
  8. Going to keep this short and sweet. As the current implementation of Night Vision goggles stand (PVS-14) It creates a decisive advantage (as it should) On night raids and combat.There however are a few glaring issues. 1) You can not 'Aim Down Sight' while wearing PVS-14s. Currently the US Army, among other nations issue a PEQ-15 laser, which can produce a laser in both visible and IR spectrum. Real world, When operating at night, the PEQ-15 is used to 'aim' the weapon with a pressure sensor to switch it on when the shooter is ready to fire. I believe this should be added due to the fact that it would force players to critically consider the risks associated with night runs instead of being able to run and gun as they normally would. Additionally These lasers would be visible to other players using NVG's making it far more risky for players to use them in order to accurately target their weapon. 2) There are presently (to my knowledge) no functional IR lasers in the game. Something that would need to be corrected in order to facilitate changes recommend at point 1. 3) The PVS-14 can be mounted on a rifle to act as a Night Vision Optic. (picture 2) I believe this should be added as it both increases the risk of losing your NVG's assuming you're killed. But also adds a unique alternative on Night Vision rifle optics. Many Red Dot, and Holographic optics have Night vision settings for use in this fashion. I believe that this would have a significant positive impact on both realism, and gameplay as it would force players to make critical choices about the equipment they choose to bring and the configuration in which it is brought. I appreciate critique and am open to questions, comments and concerns. Cheers! Edit: When 'aiming' while on night operations you still shoulder the rifle, you just have to aim with the laser rather than the optic. I'm not suggesting that you're forced to hipfire, simply aim differently than you normally would.
  9. would it be possible to add in the ability to move optics up and down the rail system so we can have just a bit more options with adding optics to our weapons? sorry if this has already beed asked for
  10. Hey, I think it would be nice to have individual sliders for 1x 2x 4x 8x and more zoom, right now when you have a pistol it will not be the same sens as a rifle whit iron sights. however it will be the same if you take the iron sights of the rifle, it should just be the same wite iron sights on. or have a sens slider for pistol aswell. if that happened then the sens could be the same for pistol and any 1x optics on rifles, if the player chose to do so. I also noticed that when you put the white scope PSO 1M2-1 on a rifle and have MPR45 backup mount on the front, the sens will be that of the 4x scope and it does not switch to the 1x sens when you switch to look thru the optic on the backup mount. the scopes Bravo4 4X30 scope, Leupold Mark 4 HAMR 4X24mm delta point hybrid assault scope, and ELCAN SpectorDR 1x/4x , all have 4x zoom but it's not the same slower sens as the PSO 1M2-1 they have the same sens as the 1X optics / iron sights, the ELCAN SpectorDR 1x/4x has a 1x zoom and its nice that its the same as the iron sights when you are on the 1x zoom. but when you switch you would think it would switch to the sens of the PSO 1M2-1 4x but it does not it stays on the 1x sens. it would be nice if I could make the 4x slower or faster if I preferred that, it could all stay how it is as default but just add sliders for each x amount of zoom , and also a pistol slider so that I can have it the same sense as the rifles whit iron sights, or a sens that's higher or even lower than my rifle sens
  11. EnvakeoLugaria

    Scope Throw Levers

    I shoot a lot of 3 Gun competitions, and one of the things that a lot of companies make is a clamp-on lever, a small piece of metal, for switching the zoom on a scope. It lets you get a LOT better grip and you can be about twice as fast and if you were doing it without. Anyone who has had to go from 3-18 power before knows what I'm talking about. Just something to think about *if* you guys aren't busy!
×
×
  • Create New...
b38e7c858218a416ef714554dce933a2