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!

Forum Thread
  Posts  
SVD animation (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : SVD animation ) Locked
Thread Options
Mar 25 2017 Anchor

Hi gents and ladies, first of all thank you for the excellent mod, been playing it for quiet a while and enjoying it a lot. Got a lot of scary encounters, got killed a dozen times by mutants appearing from nowhere and gunfights feel very solid most of the time. I actually enjoy being one or two shotted, it adds to the immersion.

However I started this topic in regards of the SVD rifle and its scope. I have only bought the upgraded Lynx version of it from Nimble, so can`t comment, don`t remember the stock one. As you might noticed the charging handle and ejection port is on the left hand side of the rifle which is wrong. I was experimenting with the installed stock scope and also with the upgraded one too and found it to be quite useless. I was not able to consistently use the range finder scale nor the chevrons used for hold over. I know that the dial function for elevation and windage is missing in game, so we are left with only the chevrons to use to adjust and compensate for bullet drop. I had to enable tracers to see where my bullets were hitting, and to be honest it is a big mess regarding drop. Targets appearing as 400 meters on the scope would in reality be more like 600+ meters and yet the rifle would still shoot pretty much point of aim on the 200m top chevron.

I tried to mess with the corresponding files but could not change anything for the better yet. Any ideas and tips as to what to alter to induce more bullet drop?

kcs123
kcs123 Just Kcs123
Mar 25 2017 Anchor

Unfortunately, reticle on scopes are only good for immersion purposes and pretty much not with anything else. Reason is that zoom factors highly depend on chosen FOV for overall game behaviour. Because of it, 4X magnification is not exact 4X magnification in game and in real life. Curvature line that supposed to be used for quick range finding of average person hight of 1.7 m does not work properly because of it.

You can try to change zoom factor value in weapon config file to be much closer to scope reticule. But that would probably make scope magnification useless in game. Hard to tell without trying. It all falls to trial and error to find optimal zoom factor value.

Main issue with this is that GSC, developer ov vanilla game never pay much attention to it and over time, quite a lot of different scope reticules are merged into game by different moders. Thinking only about immersion purposes and not much for real life reticule usage like range finding and realistic bullet drops.

--

jasper34
jasper34 MISERY PR Lead
Mar 25 2017 Anchor

It is impossible on this engine to make scope reticles be accurate at more than one FOV. I'm not sure any are accurate like that. Bullet drop is controlled by gravity. If you want more bullet drop you would need to reduce muzzle speed. You can always enable the cursor distance information in _appdata_/user.ltx. Then you will know your true range to target.

Mar 25 2017 Anchor

.

Edited by: Greyfoot

--

Thanks lads for the heads up, tried to modify the files but gave up, takes ages to load the game so testing is very ineffective. Guess its time to head back to the range for my SVD fix..

jasper34
jasper34 MISERY PR Lead
Mar 25 2017 Anchor

When you are testing, switch to static light renderer for much shorter load times.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.