This mini-addon adjusts the Range Finder and adds chevrons for bullet drop compensation for targets at 100m, 200 m, and 300m with the PSO1M2-1 scope (2d and 3d). Also, when equipped with the PSO1M2 sight, the VSS Vintorez will have a less intrusive hud.
The 9x39mm is adjusted to work with the addon, making a more'realistic' trajectory instead of just dropping at 60m, so be careful because it will also impact the other 9x39 weapons.
The tracer round for this caliber is active on all of its variants. Irl, something with contrast lens is used, like NVG, to see the bullet tracers to the targets, but since I don't know how to do it, we can just turn on the bullet tracers and pretend :^)
To install, just extract the 'gamedata' folder from the .7z and put it inside the main A.R.E.A. folder, or use the JSGME. Aside from w_vintorez.ltx and weapon_scopes.ltx, it will conflict with other addons that use weapons.ltx.
Since in Stalker, as far as I know, we can't just zero the scope to fit the target range, I have tweaked the PSO1M2-1 range finder to fit a 1,7-meter stalker at (from up to down) 100, 200, and 300 meters away. After you find or guess the target's distance, use the chevrons to aim and shoot.
Also, it's not recommended to use the 'Flatness' upgrades; in their place, I've put other upgrades aimed at accuracy and handling. Even the 'Worn' variant of the VSS Vintorez can be benefited by this addon, but not the other variants like the 'Tide' ordered from Nimble or the 'Improved Vintorez' variant.
V.1.1 Changelog
Corrected some overlooked parameters for maximum shooting distance, that made shots at the zenith fall like shooting stars.
V1.1 for A.R.E.A. 1.16
k_dist = Weapon fire_distance * k_dist
That way, if your wpn_vintorez has fire_distance = 1000, and you set for ammo_9x39_pab9 k_dist = 9, you have a weapon what shoot max at 9km, that's unrealistic.
These parameters were just for testing purposes and ended up overlooked, thanks for pointing it xD
But in practice, this is not the case because the bullet will drop very fast. For example, if the weapon is shot in a straight line, the bullet will fall and hit the ground at around ~200m.
There is another parameter which influence trajectory and distance, it's k_air_resistance or air_resistance_k (engine read both).
It does what it come from it's name
k_air_resistance = air_resistance_factor (from weapon section or 1) * k_air_resistance
Yes Indeed, the k_air_resistance was the most impactful on changing the ballistic trajectory and presented a very close result to what I was expecting (replicate arma 3 ballistic arc). But I don't know how to raise the initial trajectory of the bullet, so for the first 100m the bullet is a bit off below the expected center of the aim, adding some bullet_speed helped a bit. I'm happy with the 200m and 300m results, just the first 100m seems hard to replicate without altering the laters.
Here is a video with the comparisons.