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(gp)echo

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Everything posted by (gp)echo

  1. (gp)echo

    Best Sniper?

    Wow you guys don't know about this guide? http://wolverine.cameron.edu/~ac113448/ARMA2/ARMA2WeaponRangingAndCorrectionGuide.pdf I prefer the SVD because it is also camo and helps me say concealed with my ghillie' date=' and the built in target range finder is the bomb :) [/quote'] That guide is a great start, but it's not entirely accurate. To begin, he assumes players are 2 m in height, which makes the mil-dot range estimation a tad off. The bullet drop corrections also don't appear to provide the appropriate holdovers when using manual zeroing. It's well done, just not as precise as I would like. Also, the mil-dot scopes will give you better range/holderover estimation accuracy than the PSO system on the SVD. The lack of zoom is also annoying.
  2. (gp)echo

    Anyone else using TrackIR?

    Couldn't agree more; I have been using TIR 5 for quite some time, and I love that Arma 2 and Day Z make use of it. It is particularly helpful when scouting or sniping; the ability to articulate your head independently from your body makes you much harder to spot. It adds great immersion when sneaking around in cities too.
  3. (gp)echo

    Best Sniper?

    See posts #30 and #39 in this thread.
  4. (gp)echo

    Best Sniper?

    There is a deeper discussion to be had here' date=' but the following items are worth noting: 1. All projectiles will experience "bullet drop" when fired in a gravity field. The resulting parabolic trajectory, or projectile motion, is studied in the field of external ballistics. 2. Weapons with a sight must be calibrated so that the (a) sight line and (b) bullet's path intersect at the desired range. Professional marksmen would say that the point of aim and the point of impact must match at the target. When graphing the parabolic trajectory a bullet relative to the sight line, this means that there will be two points of intersection: a near zero and a far zero. In the graph below, the near zero corresponds to the first x-intercept; the more relevant far zero corresponds to the second x-intercept. [img']http://upload.wikimedia.org/wikipedia/commons/d/dd/M855_drop_during_25-meter_zeroing_trajectory_M16A2_M4.jpg 3. In Arma 2, you "zero" your rifle to a desired range (using PgUp and PgDn) so that the the location of the far zero best fits the estimated, or measured, distance to the target. At this zeroed range, the point of aim and point of impact will match so that no apparent bullet drop is perceived by the shooter. Worded in basic terms, this means you can place the center of your reticle directly over a target at the zeroed range and pull the trigger without the need for additional correction. 4. Additional corrections for bullet drop, also known as holdover, are more complicated and apply to targets between or beyond zeroed ranges (e.g. 425m). They also apply to weapons without zeroing (DMR). This will be the topic of another discussion. :rolleyes: To get you started, however, the mil (or angular milliradian) folks mention does not correspond to a fixed distance (e.g. 50m). The distance a mil will trace out, or subtend, is a function of the distance to the target. At 500m, a mil will represent a vertical height of 50cm; similarly, at 1km this same mil will subtend 1m. To determine the height (in cm) 1 mil will correspond to, simply divide the distance to the target (in m) by 10. Hope this helps.
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