Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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proper shooting with Vintorez (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : Favorite weapon : proper shooting with Vintorez) Locked
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Dec 2 2015 Anchor

greetings stalkers,

any suggestions or hints how to figure out the aim point for 9x39 mm subsonic ammo over long distances, especially the Vintorez Sniper rifle?

the range finding scale in the scope is not correct or doesn't work as in a real scope. Sometimes you can guess the distance and aim point correctly from memory if you know the map but mostly it's guess work.

any suggestions, I'd like to play a different recon setup next play trough.

thanks and good hunting


*shooting, sorry damn German autocorrect from mobile

Edited by: Keksfront

jasper34
jasper34 MISERY PR Lead
Dec 2 2015 Anchor

Well, I don't know if I have a good answer, but at least I have privileges to edit the title ;)

I never tried using the reticules on the scopes since I have no real life experience. Possibly, if you enable the range feature for your cursor, you might find a real correlation between the lines on the scope and the distance being fired across. The programmed muzzle velocity would probably need to be just right for the lines to be most accurate. A weapons upgrade which had an effect on that would slew the results. I have, at least, fixed all the scopes for 2.2 to be accurate 5X = 5X zoom at a particular FOV setting. An alternative method would be to shoot at something bullets leave marks on from a fixed range and see how far below your target the bullets drop. Then you could aim about that much higher in game play. I'm sure the dispersion factor built into the weapons configs and the classes is intended to make you miss sometimes even when all factors are accurately figured to keep you from being too deadly.

Dec 6 2015 Anchor

with a real scope you can measure the approximate distance to target by fitting the person you aim at in the range finder at the lower part of the scope, it takes an average of 1,75m height and by the slot the person fits into you can see the distance 4 = 400m, 6 = 600m ect.
Ingame this doesnt work since depending on alife people just "show up" at for example 500m. I tried some practice runs with a fully upgraded VSS Tide from Nimble and up to some distance I get pretty good aim, no more then the 2 dots below crosshair, over larger distances it just seems impossible though, for example across quary or from atop the railroad tunnel towards the container warehouses in jupiter. Its too far to see the impact as well so I just accept that the rifle is only effective up to 300m.
which is totally fine as the rifle isnt heavy and as far as I remember the 9x39 is a very heavy bullet and because its subsonic the range is limited which is made up by super piercing and stealth.

Do you enable the rangefinder on cursor in the HUD?

I started as Recon again now and Will try to get the "Tide" as fast as possible from Nimble, I have a feeling the waste station mercs will be '*pop-pop" dropping like crows after an emission!

Edited by: Keksfront

--

Bonesetter - You look a touch pale, how about a little injection or two?

jasper34
jasper34 MISERY PR Lead
Dec 6 2015 Anchor

Yes, I enable the rangefinder by tuning hud info to on in _appdata_ user.ltx. Mainly for monitoring the effect of the eye_distance and camo effects when beta testing. If there is something hinky going on crash wise it helps determine what range to set the alife switch_distance at to eliminate squads and triangulate which one is causing problems. It would be a great upgrade feature for a detector to have it draw range rings around you when you look at a map. I used to go though and edit my weapons muzzle velocities to match real life, just for fun. I also change the reticules to ones I prefer, which would screw up the way they worked if they were calibrated for different velocities, I suppose.

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