Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--) (Main Arulco Folding Stock (AFS) thread)
Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355670] Mon, 05 November 2018 03:04 Go to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
To go with a new (Experimental) Arulco Folding Stock (AFS) mod a new thread as this one has gotten a bit too long: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20916&goto=355347&#msg_355347

Experimental: Arulco Folding Stock Full Experimental 12 v4.6x 20181105 (Removed December 23, 2018 as new version released, link now goes to release post for Experimental 13)



  • Built/Tested on SCI: SCI_JA2v1.13_Revision_8633_on_GameDir_2449 (November 1, 2018 SCI) available HERE
  • Revisions to NCTH, New Guns, Bug fixes and point update to reflect newer SCI features
  • Full release, substitute for Arulco Folding Stock v4.50 20141222 (Full) during standard installation





Backpacks that Allow Both Climbing and Being Equipped With All Combat Pack

* both Go-Bag and Sniper Drag Bag will allow climbing while equipped (both proper backpack NIV slot or in-hand)
- - <fAllowClimbing> = 1 for both backpacks in Items.XML, and USE_GLOBAL_BACKPACK_SETTINGS = FALSE set in Ja2_Options.INI
* all combat pack items, including Radio and Diving Bottle have non-zero <lbeCombo> to allow being equipped with Go-Bag and Sniper Drag Bag
- - <lbeCombo> = 4 set in LoadBearingEquipment.XMLfor all combat packs not part of combo with normal backpacks

* Updated AmmoType.XML for ]SCI_JA2v1.13_Revision_8633_on_GameDir_2449
- - HEAT ammo now RGB defined orange
- - considering new colour scheme for ammos now that we have RGB (yes I could have had different colours under the old system but this one seems easier to work with, ie. Orange = RED=255, GREEN=165, BLUE=0

* Fixed 1691. Sniper Drag Bag, cleared <NotBuyable> tag set in-error
* Fixed 743. Go Bag, <szBRName> corrected to "Pack(b)-Go Bag," was "Pack(C)-Go Bag"


*** Unfinished Post ***

EDIT: I do no not have permission to pin/unpin threads - if anyone has a moment may I please have the old tread unpinned and the new one pinned. Thanks

[Updated on: Sun, 23 December 2018 15:39]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355720 is a reply to message #355670] Thu, 08 November 2018 07:38 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Hi Wil happy

Thanks a lot for the mod. I'm drooling all over the new items - at the same time feeling a bit lost within big grin

While setting up the game for playing and fooling around with BR's, i came across a few things:

1) Burial Speed
https://i.imgur.com/HkyvtKA.png
source
When creating IMPs, respectively when checking Pops' background ingame (*), Burial Speed isn't shown.
Maybe it is just a missing XML tag on the Shovel item, but honestly, i never understood JA2's inner mechanics enough to try pointing out sound solutions.

(*) meaning: [in AFS] ; this issue didn't occur with Vanilla 113 and it is also independent of the DISEASE = FALSE/TRUE setting.


2) AK booster
For the AK 102/104/105 (all versions including AKT/Bullpup), the AK Muzzle Booster is a permanent attachment. Also, the AEK 971/973 and AK 103/107/108 (again all versions) arrive with an AK Muzzle Break instead of the booster.
Is this intended ?


3) LBE Vests and others
Not all LBE vests/items have camo. I'm thinking in particular about the Omon, RM 23 G, TAG Rifleman, AR M-LBE, Police M-LBE and VTAC M-LBE vests ; as well as the M-LBE Casualty Response Kit, Patrol Leg Rig, all non-Modular thigh rigs/belts/pouches (example "Large Mag / Utility Pouch" or "Mag / Canteen / Grenade" belts) and the TT Extended Range Pack.
Could you check them please ?


4) M-LBE attachable "pockets"
This actually has the dimension of a feature request.
Several of the "pockets" that can be attached to the various M-LBE vests/rigs/packs have a camo bonus which is arguably either too small/large, or not set in the first place. I'd like to see them revamped ; more non-wood camo is needed (at least, i could need some angel ) and it adds more options in a branch that doesn't have many yet, compared to ARs for example.
I divide them into "wood", "desert" and "urban" for simplicity. New and old stats are based on how much volume they consume upon attaching ; 1 camo = [1;2] volume, 2 camo = [3] volume, 3 camo = [4+] volume.
But as mentioned: it'd be easy to argue [volume doesn't say it all] and that [how much fits into the pocket] should also be considered, respectively [real life size of the pocket], for a more efficient differentiation.
If a pocket isn't listed, then its boni fit to the suggested volume-based system.

- wood camo boni
M-LBE Shotgun Ammo Pouch ------ 1
M-LBE AR Mag Pouches ---------- 3 ; 2 if also decreasing its volume consumption to 3
M-LBE ArmourBak Carrier ------- ? ; currently has a camo bonus of 3, but doesn't consume volume
M-LBE Double Grenade ---------- 1
M-LBE Drop Pouch -------------- 3 ; increasing its volume consumption to 4-6
M-LBE Rifle Ammo Pouch -------- 3
M-LBE Small Pouch ------------- 1 ; 2 if also increasing its volume consumption to 3
M-LBE Spec Ops Holster -------- 1 ; 3 if also increasing its volume consumption to 4-6


- desert camo boni
M-LBE 40mm Pouches ------------ 1
M-LBE AK Mag Pouches ---------- 3 ; 2 if also decreasing its volume consumption by 1
M-LBE BR Mag Pouches ---------- 3 ; 2 if also decreasing its volume consumption by 1
M-LBE Cartridge Pouch --------- 1
M-LBE Drum Ammo Pouch --------- 3
M-LBE Leather Knife Sheath ---- 1
M-LBE Medical Pouch ----------- 3
M-LBE Mk2 Grenade Pouch ------- 2
M-LBE Revolver Holster -------- 3 ; ported from wooden camo (*)
M-LBE Triple Pistol Mag Pouch - 2



- urban camo boni
M-LBE Rifle Grenade ----------- 1
M-LBE Canteen Pouch ----------- 1 ; 2 or 3 if also increasing its volume consumption accordingly, suggestion = 2 camo 3 volume
M-LBE Hand Grenade Pouch ------ 1
M-LBE Holster ----------------- 3
M-LBE MP5 Bungee/Cover -------- 2 ; lowering its volume to 3
M-LBE Single Pistol Mag Pouch - 1 ; ported from wooden camo


(*) speaking of... the Revolver Holster has the Revolver slot sitting in 1 of the small slots, however it should be in the large slot. Also, although having internal volume, it isn't possible to attach pockets to it:
https://i.imgur.com/OO2SWie.png


5) Radio Set
Some time ago, Flugente changed the Radio Set to not need batteries anymore. While reading i found this to be a good change, and agreed with his reasoning.
It's not urgent, just for curiosity, but if you have the time would you share your thoughts about "using or not" a battery for the Radio Set ?


Thanks happy

[Updated on: Thu, 08 November 2018 09:04]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355724 is a reply to message #355720] Thu, 08 November 2018 10:21 Go to previous messageGo to next message
Darkling

 
Messages:8
Registered:April 2016
Location: New Zealand
Hi Wil

Just looking at the changes I was wondering why all the usPiercePersonChanceModifier modifiers in AmmoTypes were so low in comparison to base 1.13.

As for the gravedigging that's probably because there appear to be several files which are outdated in AFS (or not overriding anything in 1.13), one of which covers the backgrounds. As far as I can tell these are:
AIMAvailability.xml
Backgrounds.xml
CivGroupNames.xml
EnemyRank.xml
EnemyTaunts.xml
HiddenNames.xml
Inventory/PocketPopups.xml
Inventory/Pockets.xml
LoadScreenHints.xml
Lookup/AmmoChoices.xml
Lookup/DrugType.xml
Lookup/ItemClass.xml
Lookup/MergeType.xml
MercOpinions.xml
MercProfiles.xml
MercQuote.xml
NPCInventory/Merchants.xml
RPCFacesSmall.xml
SquadNames.xml

cheers
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355743 is a reply to message #355724] Fri, 09 November 2018 01:57 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Mai Ti Miao wroed, 07 November 2018 23:38
...


1. I haven't looked into the Mercprofiles yet, but ITEMS.XML is presently missing both <usHackingModifier>0</usHackingModifier> and <usBurialModifier>0</usBurialModifier> from item index 0 (a dummy item that should have every possible tag). So the former is an oversight on my part as I added it to the laptop in the last Experimental, but this burial modifier is not presently on any item yet. Both tags will be properly implemented next time.

2. Perhaps I'm misunderstanding this but, I think you are asking for a permanent attachment for a number of newer Russian AR's (and consequently the loss of other attachment optionss)?

3. As most of the LBE are shared with stock I'll have to check if there have been any changes to camo tags in stock and implement them. This is not something I can do with a simple compare of diff operation and will have to eyeball one item at a time so no timeline.

4. As in 3. my intention is to replicate where possible stock v1.13 cammo tags for LBE items.

5. If all I had to worry about was AFS I would see nothing wrong with the Radio Set not needing batteries, but with a somewhat similar radio in Urban Chaos going back to before my involvement in modding JA2 requiring batteries I'm going to have to think about this one. My inclination is to retain battery usage to maintain consistency with the Urban Chaos Radio (though that devices function was to be the mod's X-ray detector).



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355744 is a reply to message #355743] Fri, 09 November 2018 02:14 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Hi Wil happy


6) In addition to the Shovel/Gravedigging
Surgical Gloves and Surgical Mask are seemingly also not updated yet ; at least they lack the "bio hazard" icon in the EDB. Additionally, they have very large Item Size, fitting only one piece each and only into the largest slots (those either with or without a small rifle icon on them). As comparison, 3 Gas Masks fit into the same slot.


7) Cougar Grenade Launcher
The Cougar MS Grenade Launcher can be attached with RIS-
- grips/bipods
- LAM
- AR scopes
but not with the Grenade Sight.


8) Panzerfaust
The Panzerfaust 3 has a built-in "Lense 2x" attachment.


9) More M-LBE stuff
Mai Ti Miao wrote on Thu, 08 November 2018 06:38

the Revolver Holster has the Revolver slot sitting in 1 of the small slots, however it should be in the large slot. Also, although having internal volume, it isn't possible to attach pockets to it:
https://i.imgur.com/OO2SWie.png

Same for the M-LBE Spec Ops Holster.

The M-LBE Rifle Grenade "pocket" doesn't accept Rifle Grenades. It can be loaded with a 40mm Grenade, though.

The M-LBE Leg Rig (not the "M-LBE Leg Rig, 2x Pockets" but the normal one) can be attached to several vests/packs. If it itself had been attached with pockets, those are transferred to the vest/pack. Also, attaching the leg rig doesn't consume volume.
Effectively, attaching the leg rig adds only its camo ; and weight of course.
A case example:
https://i.imgur.com/3OGXvhz.png
As long as the player is willing to bear the weight, s/he could easily stack some camo here.



Could you look into it please ?



Wil473 wrote on Fri, 09 November 2018 00:57
2. Perhaps I'm misunderstanding this but, I think you are asking for a permanent attachment for a number of newer Russian AR's (and consequently the loss of other attachment optionss)?

Actually the other way round: i was asking, whether the permanent attachment on the shorter AKs was intended. I confess that i'm not a gun enthusiast, as such i lack quite a bit of knowledge in this department.

Wil473 wrote on Fri, 09 November 2018 00:57
3. As most of the LBE are shared with stock [..]
4. As in 3. my intention is to replicate where possible stock v1.13 cammo tags for LBE items.

I see. I find this a bit unfortunate, but i won't cry (oh, wait... big grin ) if you veto it.

Wil473 wrote on Fri, 09 November 2018 00:57
5. If all I had to worry about was AFS I would see nothing wrong with the Radio Set not needing batteries, but with a somewhat similar radio in Urban Chaos going back to before my involvement in modding JA2 requiring batteries I'm going to have to think about this one. My inclination is to retain battery usage to maintain consistency with the Urban Chaos Radio (though that devices function was to be the mod's X-ray detector).

Thanks happy
Although i intend to play UC at some point, as of now i never played it. Until then i'm only thinking of AFS, without considering UC compatibility ; my bad angel

[Updated on: Fri, 09 November 2018 02:20]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355800 is a reply to message #355744] Mon, 12 November 2018 02:23 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Hi Wil happy

I don't know if it causes any trouble, but: there is a duplicate items.xml. One is in Data-AFS/Items, the other in Data-AFS. The latter is the duplicate.

Edit:
Actually Tabledata/Items and Tabledata ; again the latter being the duplicate.

[Updated on: Mon, 12 November 2018 03:26]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355878 is a reply to message #355800] Fri, 16 November 2018 08:01 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Hi Wil happy

Variable Power Scopes are buggy: while on the default mag-factor, there is a vision range bonus ; however when switching scope modes = to the built-in lenses, the vision range bonus disappears. Could you check the items please:
<uiIndex>581 through 588
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355880 is a reply to message #355878] Sat, 17 November 2018 16:07 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Mai Ti Miao wrote on Fri, 16 November 2018 00:01
Hi Wil happy

Variable Power Scopes are buggy: while on the default mag-factor, there is a vision range bonus ; however when switching scope modes = to the built-in lenses, the vision range bonus disappears. Could you check the items please:
<uiIndex>581 through 588


This one is less a bug than a choice - if I gave each of the lenses magnification bonuses v1.13 would total them all up for display in the stats for the item, but only the magnification bonuses of the selected lens would be in-play. The choice is to either give each lens magnification bonus and note in the description to ignore the bonus displayed for the attachment, or leave it as is with a warning to go full 9x before trying to see further.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355883 is a reply to message #355880] Sun, 18 November 2018 08:50 Go to previous messageGo to next message
ZedJA2

 
Messages:162
Registered:January 2018
Just to see if I understand this exchange, looking on.

So, the scope has variable magnifications, chosen by the scope mode (B key). However, the scope as currently designed only has the vision range bonus at the full 9x magnification of the variable scope. At other scope magnifications there is no vision range bonus, but the magnifications would work.

And the reason to switch magnifications is to have different ranges where the bonus to chance to hit and so on can be best adjusted to the actual range to target. Otherwise, no point in the variable scope as a benefit.

Am I understanding this correctly?

And what you are saying, Wil473, is that this choice makes the most sense because it allows one to get all the best vision range at max 9x magnification (so just note it on the weapon description, and player should view things using the max 9x scope mode) and otherwise customize magnification chosen to the current range to target in order to get the best CTH or AIM bonus for the situation (since scopes used on too near a target for the scope magnification get a malus to chance to hit, and so on).

It does sound like it is the best choice, too bad v1.13 doesn't work both features in on all scope modes, per your explanation. I'm guessing if you chose then to have the vision range bonus for all magnifications then you'd lose the bonus/malus to cth for each chosen scope magnification -- certainly a greater loss if so.

Very interesting observation by Mao Ti Miao and interesting answer. Hope I understood it correctly, as I presume I'm not the only person who needs to parse out the reason in his head.

[Updated on: Sun, 18 November 2018 08:52]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355884 is a reply to message #355883] Sun, 18 November 2018 09:28 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Hi Wil, hi Zed happy

ZedJA2 wrote on Sun, 18 November 2018 07:50
It does sound like it is the best choice

Actually, no. To clarify (and because i just got home from party, being a bit tipsy now shy ), i show screenshots.


In its default state, the Variable Power Scope works perfectly...
https://i.imgur.com/ePhZWwM.png
...the target is coloured = within range of view. However...
https://i.imgur.com/1PSOiTK.png
...once you switch scope modes (no matter to which), the target becomes greyed out, indicating its out of visual range and...
https://i.imgur.com/6Gbbpv1.png
...the overlay via [END] hotkey shows exactly as if no scope was used.
(whoopsy, i cut off the [F] hotkey info Bang head the soldier is at circa 35 tiles)

Effectively, the Variable Power Scope in its current state is just a 9x scope.
I hope this clarifies what i'm worrying about happy



Speaking of Gus, all his 4 equipment kits have a Back/Combat Pack issue:
https://i.imgur.com/ztDNHmk.png

[Updated on: Sun, 18 November 2018 09:30]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355888 is a reply to message #355884] Sun, 18 November 2018 15:16 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
The NCTH Magnification factors work as advertised, no the discussion here are the three vision range bonuses - I currently only give a bonus to the base item to which the "invisible" lenses are attached to.

On looking at things more closely, v1.13 seems to also displays the vision range bonus as a percentage rather than tiles (at least I think every 10 = 1 tile of bonus). The Test changes I put below have the following behaviours:

- vision range decreases by 1 tile each reduction in magnification
- item stats give the scope now a 490% vision range bonus
- tunnel vision in the stats is capped however at 100% thought the actual penalties range from 85% down to 10% in the test scheme
Toggle Spoiler

[Updated on: Sun, 18 November 2018 15:19]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355889 is a reply to message #355888] Sun, 18 November 2018 16:54 Go to previous messageGo to next message
CareBear

 
Messages:81
Registered:April 2016
Hi i got some error with AFS

LoadPalletedImage function badalloc. Anything i can do to prevent it? I got it few times. Im playing on 7609 version from SevenFM modpack. I dont know which AFS version it has.

[Updated on: Sun, 18 November 2018 16:55]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355890 is a reply to message #355889] Sun, 18 November 2018 17:00 Go to previous messageGo to next message
sevenfm

 
Messages:1839
Registered:December 2012
Location: Soviet Russia
CareBear wrote on Sun, 18 November 2018 19:54
Hi i got some error with AFS

LoadPalletedImage function badalloc. Anything i can do to prevent it? I got it few times. Im playing on 7609 version from SevenFM modpack. I dont know which AFS version it has.

Please read the readme.txt included in modpack before posting in the wrong thread.
It also clearly mentions what exact version of AFS it has.



7609+fix | 7609+AI (r956) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355897 is a reply to message #355888] Mon, 19 November 2018 05:16 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Thanks a lot Wil happy

Wil473 wrote on Sun, 18 November 2018 14:16

- item stats give the scope now a 490% vision range bonus

This is just a visual, like for example the to hit cap accumulating to -70 as well.

Wil473 wrote on Sun, 18 November 2018 14:16

On looking at things more closely, v1.13 seems to also displays the vision range bonus as a percentage rather than tiles (at least I think every 10 = 1 tile of bonus).

I forgot the exact names of the operands, but:
Derived visual range = default sight range + default sight range * [sum of modifiers]
; during daylight, default sight range = 2 * BASE_SIGHT_RANGE

Example for <DayVisionRangeBonus>60 amd Scouting Trait:
28 + 28 * (0,6 + 0,1) = 47,6
Without Scouting it's = 44,8


Edit:
In/expirenced mercs will have a bit less/more due to their derived Mag-Factor.
If i remember correctly, the tiles' Brightness Level only comes into play for CTH calculations.

[Updated on: Mon, 19 November 2018 05:30]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355899 is a reply to message #355670] Mon, 19 November 2018 18:44 Go to previous messageGo to next message
Crimson_Dragon
Messages:3
Registered:April 2018
I feel like it might be worth mentioning again that the G36 with its built in optics is having a similar issue, giving the 3.5x vision range for the reflex sight and hip shots, but normal merc vision range if you try using the 3.5x mode.
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355913 is a reply to message #355899] Wed, 21 November 2018 04:18 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Crimson_Dragon wrote on Mon, 19 November 2018 10:44
I feel like it might be worth mentioning again that the G36 with its built in optics is having a similar issue, giving the 3.5x vision range for the reflex sight and hip shots, but normal merc vision range if you try using the 3.5x mode.


Fixed, the vision range bonues were attached to the "sight" item instead of the "scope" item. I've simplified things a bit: "sight" default attachment replicates the basic reflex sight item's bonuses and the range bonuses for the 3.5x scope are copied from the test variable scopes 4x scope bonues. At the very least no confusing stacking of bonuses beyond both reflex sight and 3.5x stats appearing at the same time (when only one set takes effect at a time).


The range bonus changes discussed will, unless objections are raised, make it into the next experimental for testing.

To Do:
1) all variable power scopes will need their description text changed to explain to the player to ignore the oddly large range bonuses and tunnel vision penalties
2) all non-variable power scopes will need to be checked so that range bonuses are consistent with the changes
3) changes need to be ported between AFS and UC-1.13



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355916 is a reply to message #355913] Wed, 21 November 2018 06:20 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Wil473 wrote on Wed, 21 November 2018 03:18

The range bonus changes discussed will, unless objections are raised, make it into the next experimental for testing.

To Do:
[..]
2) all non-variable power scopes will need to be checked so that range bonuses are consistent with the changes

Somehow i overlooked before that you increased the vision boni compared to fixed power scopes.

That's funny, i found the spotting range to be too low for my taste and increased Daylight+Brightlight boni by a factor of 1.25 (rounded down) ; for scopes with a Mag-Factor of at least 3.5, that is. I didn't change Night+Cave boni.
The reason i picked a larger percentage increase was quite simply greedyness in my theoretical mind games:
- snipers never get to use the max range of their weapons ; still won't with my larger boni, but at least get past 50 tiles with all high power scopes
- why should a sniper effectively "have" to pick Scouting trait ?
I was considering a progressive factor, like 3.5 and 4x scopes getting a flat +5% ; and then start with a factor of 1.25 for 4.5x scopes and poetentially arrive at a factor of 1.5 or 1.6 for 10x scopes ; but with limited freetime and a lack of gaming practice i scared away from that.

I'm currently in my second game with the vision extension and so far like it pretty much. I have to confess though that in my first game i played without a sniper for long periods, thus anything past a 6x scope is still in testing.

[Updated on: Wed, 21 November 2018 06:32]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355921 is a reply to message #355916] Wed, 21 November 2018 14:00 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Right now the 9x Daylight vision bonus is 100, same as stock v1.13's Binoculars
Toggle Spoiler


The AFS/UC-1.13 Binoculars on the other hand have <DayVisionRangeBonus> = 150 (and seem to be missing a tag for bright lights right now). I am still wanting the Binoculars to have the better vision bonus, if only for "game balance." Otherwise why would this item need to exist in the mod?



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355925 is a reply to message #355921] Wed, 21 November 2018 16:31 Go to previous messageGo to next message
sevenfm

 
Messages:1839
Registered:December 2012
Location: Soviet Russia
Wil473 wrote on Wed, 21 November 2018 17:00
I am still wanting the Binoculars to have the better vision bonus, if only for "game balance." Otherwise why would this item need to exist in the mod?

For spotting, maybe? Or they could have less tunnel vision than scopes. Also you can run or crawl with active binocs in hand but you cannot do that with raised scoped weapon.



7609+fix | 7609+AI (r956) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355935 is a reply to message #355925] Thu, 22 November 2018 08:04 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Yes, Spotting was also my thought. Additionally, Spotting efficiency is increased if the merc has Scouting trait ; Scouting adds +40 to the binoc's base value (a mounted scope only gets +10 from Scouting), so no matter if the 9x and 10x scopes arrive at +125 or +150, a dedicated spotter would have +190 with the best binoc' and during daytime.

The tricky part is rather map sizes.
Assuming that the Sniper is positioned behind the Spotter = away from, respectively opposite to, the frontline, then raising the Sniper's range of view to
- 63 (125% modifier)
- 65,8 (+10 from Scouting trait ; the decimal helps in diagonal directions IIRC)
- 70 (150% modifier)
- 72,8 (+10 from Scouting)
is somewhere between "workable" and "too big" for Vanilla maps.

But as said, any scope with a Mag-Factor larger than 6x wasn't tested by me yet ; at least not enough to represent a statistical significance.

[Updated on: Thu, 22 November 2018 08:07]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355939 is a reply to message #355935] Thu, 22 November 2018 14:44 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
I believe the game has a hardcoded limit on max tunnel vision of 75% if I remember correctly.

I just did some testing with the following test stats:

Toggle Spoiler


While not perfect, optimal magnification factor as indicated by the NCTH cursor and vision range seemed close enough. I do get the feeling that I should be restricting access to these items as allowing a 5.56mm rifle to hit targets across half the map seemed a little excessive in terms of game balance. Additionally I'm considering limiting the aim level penalty for "high magnification" scopes down to 2. Right now they vary between 2 and 3 depending on magnification factor. Battle Scopes have this set to 1 and "Reflex" Scopes have it at 0.


On a semi-related topic, has anyone replaced the mod's ...\Data-AFS\CTHConstants.INI with the one from stock v1.13? I'd like to see if the "ironsight" modifications added years ago are still needed (this will effectively nerf non-scope use, though down to the current stock performance rather than the very contentious ones of stock NCTH in the early days).



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355958 is a reply to message #355939] Fri, 23 November 2018 04:19 Go to previous messageGo to next message
LatZee

 
Messages:113
Registered:December 2015
Wil473 wrote on Thu, 22 November 2018 13:44

On a semi-related topic, has anyone replaced the mod's ...\Data-AFS\CTHConstants.INI with the one from stock v1.13? I'd like to see if the "ironsight" modifications added years ago are still needed (this will effectively nerf non-scope use, though down to the current stock performance rather than the very contentious ones of stock NCTH in the early days).


Last time I gave AFS a serious try I straight out replaced CTHConstants with one from SDO which is even a bit harsher than stock one, and can't say that I noticed any problems, but maybe my standards are skewed, so probably more people should weigh in cheeky

Now, I believe that there are 2 problems that warp early game pretty seriously so that getting a bit less performance from weapons is not an issue.

First is overperformance of guns equipped with AR-15 telescopic stock. I think that it gives a bit too strong bonus. I'll give an example, in fact the same one where I noticed it definitely, my marksman IMP got an Excel Arms X30 as his starting rifle, and noticed that it outperforms Ruger Mini 14 that I found in San Mona. Made an example screenshot now, all weapons are in hand of newly made level 1 Sniper IMP, at 28 tiles range, equipped with Tactical Iron sights only, clean AFS install I made now.

https://i.imgur.com/odvn8KQ.jpg

First gun is the aforementioned Excel Arms X30, the one with AR-15 telescopic stock. Second is Hezi SM-1, rifle that is basically the same as X30, except it has a bit better gun handling, but no telescopic stock. Third is Ruger Mini 14 that should be a bit of an upgrade, considering higher range and better accuracy. X30 outperforms them both (while showcasing some fucking Simo Häyhä level of iron sights performance at more or less 300 meters cheeky)


The second issue is super low recoil on 22LR auto weapons. That makes them perform almost laser like, and it's super easy to land huge number of consequential hits. And then there is of course the combination of both problems in form of CAR-223 for example. It has recoil value of 1.0 and comes with AR-15 telescopic stock. It's just too good early, when armor to negate 22LR is rare.
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355959 is a reply to message #355939] Fri, 23 November 2018 08:41 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Wil473 wrote on Thu, 22 November 2018 13:44
I just did some testing with the following test stats:

Thanks a lot ; currently restarting my playthrough (wasn't that far anyway yet) after realizing if forgot to fully update and fix typos in my difficulty settings ; i copy your lasted changes and try them happy

Speaking of, the list includes NV scopes. Did you keep their night/low light vision boni at previous levels ?


Wil473 wrote on Thu, 22 November 2018 13:44
I do get the feeling that I should be restricting access to these items as allowing a 5.56mm rifle to hit targets across half the map seemed a little excessive in terms of game balance.

I think the increase of vision from 4x to 6x is too steep, maybe rebalancing them to
- 5x = 65
- 6x = 80
- 7x = 100
- 8x = 120
- 9x = 135
10x = 140~150
The upgrade from battle scopes to high power scopes would be still significant, while battle scopes would become less strong.
And/or, yes, limiting 5.56mm and smaller calibres from high power scopes ; however, restricting scopes from what appears to be a full length barrel might feel alien to some. Maybe gun range (since it indicates barrel length) would be a more reasonable limiter, and it hits all calibers equally.


Wil473 wrote on Thu, 22 November 2018 13:44
Additionally I'm considering limiting the aim level penalty for "high magnification" scopes down to 2. Right now they vary between 2 and 3 depending on magnification factor.

I don't see anything wrong with 6x and 7x and select NV scopes having aim level penalties of 2, and bigger scopes as well as remeining NV scopes having a penalty of 3. After all, and as far as i know, snipers practive hundreds if not thousands of shots at gun ranges to hone their skills with scopes ; while the average infanterist trains just iron sights and low to mid power scopes.
What i mean is: scopes should be difficult to use and the Sniper traits should have a meaning happy


Wil473 wrote on Thu, 22 November 2018 13:44
On a semi-related topic, has anyone replaced the mod's ...\Data-AFS\CTHConstants.INI with the one from stock v1.13? I'd like to see if the "ironsight" modifications added years ago are still needed (this will effectively nerf non-scope use, though down to the current stock performance rather than the very contentious ones of stock NCTH in the early days).

I'm using the mod's CTHconstants.

I wasn't around when the original discussion took place, so i don't know what exactly it was about.
If IRON_SIGHT_PERFORMANCE_BONUS and LASER_PERFORMANCE_BONUS_xyz, then both files use same $vars.
If NORMAL_SHOOTING_DISTANCE, please keep in mind that lowering it would make scopes perform scaringly at shorter distances (like, 2x and 3x becoming pointless because 4x perfoms almost as well in their vision range).

[Updated on: Fri, 23 November 2018 08:50]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355984 is a reply to message #355959] Sun, 25 November 2018 11:53 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Hi Wil happy

<uiIndex>802
Camo Steel Helmet

Can be attached with Camo Helmet Covers (891, 892) and Ghillie Hood (805).
Imho it doesn't make sense, the Covers/Hood should overlap the helmet completely and thus replace its inherent camo ; i know there's no function for helmets to do so, thus i suggest to make the attachments incompatible.
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355985 is a reply to message #355984] Sun, 25 November 2018 13:12 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Mai Ti Miao wrote on Sun, 25 November 2018 03:53
Hi Wil happy

<uiIndex>802
Camo Steel Helmet

Can be attached with Camo Helmet Covers (891, 892) and Ghillie Hood (805).
Imho it doesn't make sense, the Covers/Hood should overlap the helmet completely and thus replace its inherent camo ; i know there's no function for helmets to do so, thus i suggest to make the attachments incompatible.


What you're seeing is a limitation of using the <AttachmentPoint> feature (ie. all helmet items share the same attachments based on a list of bitmasks). We would have to clear the bitmask(s) for attachments on those two helmets and individually list attachments via the legacy XML.

[Updated on: Sun, 25 November 2018 13:19]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #355986 is a reply to message #355985] Sun, 25 November 2018 15:16 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
To detail the issue:
- Camo Steel Helmet grants +25 wood camo and has very low penalties
- Camo Helmet Cover Mk.2 grants +15 wood at no penalties
- Ghillie Hood grants +20 wood and has very low penalties

Granted, Camo Helmet is basically a Steel Helmet, thus doesn't grant a lot of protection.
However, with an attachment it gets to 40 or 45 wood camo at very low penalties ; getting 100% camo is easy from there.

Instead of changing AttachmentPoints, maybe just lower the bonus of Camo Steel Helmet to 5 ?
The Helmet is cheap (same cost as normal Steel Helmet) and on its own grants a bonus that's larger than the Ghillie Hood ; respectively, once attached a bonus which is about that of Ghillie Suit.

[Updated on: Sun, 25 November 2018 15:20]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356016 is a reply to message #355986] Wed, 28 November 2018 11:54 Go to previous messageGo to next message
Crimson_Dragon
Messages:3
Registered:April 2018
I feel like any variable magnification optic meant for night use is going to need its own lenses, the FLIR sight is really wonky because the normal lenses don't take into account how much better it works at night.
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356019 is a reply to message #356016] Wed, 28 November 2018 14:02 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Crimson_Dragon wrote on Wed, 28 November 2018 03:54
I feel like any variable magnification optic meant for night use is going to need its own lenses, the FLIR sight is really wonky because the normal lenses don't take into account how much better it works at night.


Agreed... but not yet implemented, need to find some place to put some more lenses


On looking at the stock v1.13 Camo Steel Helmet it looks like I'm the one that is off - I've lowered the camo bonus down to 5, just like stock, and changed the name(s) to match as well.

[Updated on: Wed, 28 November 2018 14:03]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356020 is a reply to message #356019] Wed, 28 November 2018 18:33 Go to previous messageGo to next message
Mai Ti Miao

 
Messages:41
Registered:November 2018
Thanks Wil happy

[Updated on: Wed, 28 November 2018 20:04]

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356056 is a reply to message #356020] Fri, 30 November 2018 21:26 Go to previous messageGo to next message
wolf00

 
Messages:1161
Registered:September 2006
Location: Czech Republic

shoting from sr3-m ar is unable damage,armored jeep




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356068 is a reply to message #356056] Sat, 01 December 2018 20:29 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
Current revision of Items.XML for AFS, http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23933&goto=356221&#msg_356221 (Removed December 23, 2018 as new Experimental uploaded)
- includes NV Scope lenses and other related changes
- fixed duplicate scope settings on some launchers that had (or were supposed to have integral scopes)
- camo steel hemet fixed


wolf00 wrote on Fri, 30 November 2018 13:26
shoting from sr3-m ar is unable damage,armored jeep


I'll take a look at this next


EDIT: the SR-3M Vikhr uses 9x39mm (subsonic) ammo, which in terms of my mods, is only found in <ubAmmoType>41 "Pistol Plus Power AP"

These are the modifiers for 41.Pistol Plus Power AP
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.1</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>



As a comparison, here is 7.62x54R Mag 10:
<MAGAZINE>
	<uiIndex>699</uiIndex>
	<ubCalibre>24</ubCalibre>
	<ubMagSize>10</ubMagSize>
	<ubAmmoType>10</ubAmmoType> = "AP/FMJ HiPwr"
	<ubMagType>0</ubMagType>
</MAGAZINE>


10. AP/FMJ HiPwr
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.6</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>



and here is a representative .50 Beowulf round
<MAGAZINE>
	<uiIndex>912</uiIndex>
	<ubCalibre>38</ubCalibre>
	<ubMagSize>4</ubMagSize>
	<ubAmmoType>72</ubAmmoType> = "VLC AP/FMJ"
	<ubMagType>1</ubMagType>
</MAGAZINE>


72. VLC AP/FMJ
<dDamageModifierTank>0.0</dDamageModifierTank>
<dDamageModifierArmouredVehicle>0.7</dDamageModifierArmouredVehicle>
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
<dDamageModifierZombie>1.0</dDamageModifierZombie>


So the game balance presently is that 9x39mm is not meant to be useful against the jeep enemy type, except if the Random Number Gods are looking very favourably on you, although rounding may actually make these weapons causing jeep damage a practical impossibility. For counter-Jeep you may want to invest in "traditional" full power cartridge rifles or very large calibre rounds.

[Updated on: Sun, 23 December 2018 15:36]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356146 is a reply to message #356068] Tue, 11 December 2018 13:29 Go to previous messageGo to next message
wolf00

 
Messages:1161
Registered:September 2006
Location: Czech Republic

bug report magazine 30 round .22lr hp,in sector inventory it is 30 round .22lr hp,edb identify them 30 round magazine of .22 wmr hp



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356221 is a reply to message #356146] Sat, 22 December 2018 23:57 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
wolf00 wrote on Tue, 11 December 2018 05:29
bug report magazine 30 round .22lr hp,in sector inventory it is 30 round .22lr hp,edb identify them 30 round magazine of .22 wmr hp


Thanks, the descriptions have been fixed, both AFS and UC-1.13. Should have another experimental out in the next few days.


EDIT: ...and here it is a day later

Arulco Folding Stock Full Experimental 13 v4.6x 20181223

  • No new SCI so still built/tested on SCI: SCI_JA2v1.13_Revision_8633_on_GameDir_2449 (November 1, 2018 SCI) available HERE
  • Revisions to variable power scopes and by extension all scopes with respect to vision range bonuses (and tunnel vision penalties)
  • Bug fix noted above
  • Full release, substitute for Arulco Folding Stock v4.50 20141222 (Full) during standard installation

[Updated on: Sun, 23 December 2018 15:33]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356247 is a reply to message #356221] Wed, 26 December 2018 10:53 Go to previous messageGo to next message
wolf00

 
Messages:1161
Registered:September 2006
Location: Czech Republic

i have a question:ak12-lw 6.8 spc ,this gun is bug or feature item ? one from my imp have this in inventory,after arival ..



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356251 is a reply to message #356247] Wed, 26 December 2018 16:11 Go to previous messageGo to next message
Wil473

 
Messages:2859
Registered:September 2004
Location: Canada
wolf00 wrote on Wed, 26 December 2018 02:53
i have a question:ak12-lw 6.8 spc ,this gun is bug or feature item ? one from my imp have this in inventory,after arival ..


That looks like a bug. Did you use the old equipment selection or the new one? If the new one, was this higher end gun an option?



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.


Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356257 is a reply to message #356251] Thu, 27 December 2018 01:04 Go to previous messageGo to next message
wolf00

 
Messages:1161
Registered:September 2006
Location: Czech Republic

i use old selection for equipment ..



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356261 is a reply to message #356257] Thu, 27 December 2018 15:48 Go to previous messageGo to next message
az75

 
Messages:52
Registered:June 2012
Location: Romania
I played it with my maps. (Azazel)
I'm in Grumm, 3rd town, getting attacked by 60 bozos and getting my arse owned in spite of a 12k daily team made by wf6 mercs.
Nice items, and all futile. My lvl 6 sniper can|t hit anything with a fully pimped sniper rifle, the only way to make it through that battle in Grumm is to duplicate some rugers, the only gun that actually seems to hit something. Quiting.
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356276 is a reply to message #356261] Fri, 28 December 2018 13:14 Go to previous messageGo to next message
az75

 
Messages:52
Registered:June 2012
Location: Romania
Mate, I duplicated some guns and made it through that battle. Now I'm in central sam site and you seriously need to check the mortars, Brain can't hit anything with them except his socks. Here's a link to the saved game: http://www.mediafire.com/file/up6lbey34h1cjhd/SaveGame11.sav/file
Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356277 is a reply to message #356276] Fri, 28 December 2018 19:57 Go to previous messageGo to next message
LatZee

 
Messages:113
Registered:December 2015
Since that doesn't sound anything like my experience, I took a look at your save game, and really, cant seem to find anything weird. Went north to Cambria mine to test things out, and sniper IMP hit 9/9 hits with his Scout. Brain lands every mortar hit at most about 3-4 tiles away from the one I aimed at, and about 2 tiles away at average. All of that is of course at day ranges. That sound more than reasonable to me, to say the least.

Now some questions. Why are your mercs wearing night vision goggles at day? It fucks up their day vision and makes shooting harder because NVGs generally give maluses to both. If it was more realistic it should be in fact be completely impossible to use them with scopes. On the other hand, if you're typically fighting at night, why are you using long(-ish in case of Mini 14) range rifles. And 6x scope is super horrible at night ranges, even with all the vision bonuses from it, NVG and night ops. With vanilla 1.13 settings, 6x scope has a minimum usable range of about 7 (base shooting range) x 6 (magnification modifier) x 0.7 (min scope range modifier), which is about 30-ish tiles. That doesn't mean that it is instant useless at 29 tiles, but the lower you get from 30 tiles, the worse it becomes.

In AFS it is even more pronounced due to increased base shooting range of 130, which means that minimum range for 6x scope to get full effectiveness is about 13 x 6 x 0.7 which is about 53 tiles. Even with all the bonuses you're probably gettting no more than 20 something night vision range, so 6x has at that point accumulated so many maluses that it is strictly worse than no scope at all. It would be much better to find him something that can use that nice 2x russian night vision scope in his inventory if you want to fight at night. At day ranges it seems to me pretty good (in fact overpowered, I didn't finish the Cambria mine fight but sniper IMP would literally solo clean up everything with everyone else there just making some noise to discourage enemies from rushing him, they don't have to hit anything).

Re: Arulco Folding Stock Discussions & Bug Reports - (2018/11/04 - 20--/--/--)[message #356278 is a reply to message #356277] Fri, 28 December 2018 21:55 Go to previous messageGo to previous message
az75

 
Messages:52
Registered:June 2012
Location: Romania
The Steyr Scout came early on with that 6x scope from Bobby Ray's and it remained like that, there was no other sniper material available there or at Tony until that moment in the game. In my experience the sniper IMP hits about 50% of shots in daytime. And Brain shoots mortars at 45degrees angles from where the red area appears, or blows himself up...
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