frozenjaws 69 Posted May 22, 2014 (edited) So ive been roaming the enchanting lands of experimental, found the akm and a pristine PSO scope, and my question is about the jibber jabber on the scope.I know its for manually zeroing the weapon, but pressing the "zero up,zero down" buttons the "zero distance" number still changes, so is the manual zeroing implemented or should you do it the regular way? I tried shooting at a stationary target roughly 600m out, and i missed terribly (at least i think, doesn't look like bullet impacts are fixed either so that didnt help) and in addition, i know that the manual zeroing would become distorted if you changed your fov, is that still true?. And for my final question, is there an easy way of resetting your fov without defaulting all your other settings as well? There im done, i promise*was using an AKM, so keep the amount of random dispersion in mind**nevermind, bullet impacts are indeed fixed sorry Edited May 22, 2014 by Frozenjaws Share this post Link to post Share on other sites
hombrecz 832 Posted May 22, 2014 Just google how to use that thing.You basically use that "thingie" it has on the left side to measure distance based on the height of target. Then you aim with corresponding chevron. 2 Share this post Link to post Share on other sites
frozenjaws 69 Posted May 22, 2014 The problem is that the scope in Dayz has 3 chevrons, and i dont know what they correspond to. Looking at wikipedia i was able to find a picture of the reticle used and after reading up on it, it would seem that you can zero the weapon normally and the 3 chevrons are for targets that range over 1000m Share this post Link to post Share on other sites
Bororm 1156 Posted May 22, 2014 (edited) I haven't used the SA one yet, but if you can still zero the gun you probably don't need to worry much about the additional chevrons. Use the scale on the left to find the height/distance of your target and then just adjust the zeroing. The chevrons are still useful for a reference point on adjusting fire depending on your impact though. The akm probably has really bad dispersion so I doubt you'll hit distant targets consistently with it. The chevrons correspond to the set ranges, so that you don't need to zero manually/quickly adjust but as you're saying I don't know what those would be on the SA version.Typically I believe they correspond to the iterations on the scale, but since there are only 4 and there are 5 iterations I would imagine that either the first or last is skipped. Likely the last, being 1000, as I think it far more likely that you'd be engaging targets at 200m than 1000m. So center being 200, then 400, 600, 800, obviously if you adjust your zeroing on the gun itself, that throws everything off.********EDIT****************So I looked it up and you're right, the chevrons are just 100ms each, meant to be used after zeroing to 1000m. In the mod they used a different one, where the chevrons did correspond to each range, but dialing in zeroing wasn't possible.http://en.wikipedia.org/wiki/PSO-1#Bullet_Drop_Compensation_elevation_turret For reference I'm just going off this screenshot The scale might not even work if the thing is affected by FOV, I really don't know. Sorry I guess this post is not so helpful and mainly rehashed what you already know =PI'm curious about the nuances of it in the SA myself, it is an extremely useful scope. I miss normal mildot scopes as well, and hope they return. I don't like not having any real frame of reference for where my shots are landing with the current long range scope, to make adjustments. Edited May 23, 2014 by Bororm Share this post Link to post Share on other sites
Irish. 4886 Posted May 22, 2014 Correct me if Im wrong, but when you are scoped in doesn't your FOV not matter as the view when scoped in is fixed and cannot be affected by adjusting FOV? If thats the case, then the old method of using the markers on the scope to estimate range could be used and then you adjust the zeroing of the weapon. If the bullet impact has indeed been fixed that is a glorious thing. :) Share this post Link to post Share on other sites
TheWizard14 372 Posted May 22, 2014 I hope FoV is locked in a near future. That way when things like this are added, problems won't occur. Share this post Link to post Share on other sites
Grimey Rick 3417 Posted May 22, 2014 Yeah, I have just been using the scope as a ghetto range-finder. I've been defending NWAF for the past day using my sexy AKM. Share this post Link to post Share on other sites
attackm0de 38 Posted May 22, 2014 FOV can be adjusted changing the zoom yes. Share this post Link to post Share on other sites
Bororm 1156 Posted May 22, 2014 Correct me if Im wrong, but when you are scoped in doesn't your FOV not matter as the view when scoped in is fixed and cannot be affected by adjusting FOV? If thats the case, then the old method of using the markers on the scope to estimate range could be used and then you adjust the zeroing of the weapon. If the bullet impact has indeed been fixed that is a glorious thing. :) You can set your FOV all the way down, and increase your zoom significantly, it's pretty cheesy I personally don't do it. I think as a result it has an effect on the scale of the reticle, but honestly I'm not totally sure. I'd just imagine that if the scope is designed for a default distance, of a target being a particular size, then zooming in through adjusting your FOV would throw that out of wack. Share this post Link to post Share on other sites
Irish. 4886 Posted May 22, 2014 You can set your FOV all the way down, and increase your zoom significantly, it's pretty cheesy I personally don't do it. I think as a result it has an effect on the scale of the reticle, but honestly I'm not totally sure. I'd just imagine that if the scope is designed for a default distance, of a target being a particular size, then zooming in through adjusting your FOV would throw that out of wack. For non scoped zoom yes, almost everyone knows that changing your FOV will affect your iron sight zoom and overall player natural zoom, but I dont ever see a difference with actual scope zoom by changing my FOV. When I aim in with my ACOG or LDS or PSU its always the exact same distance that I am viewing. Are you all sure this is what is happening: changing your FOV makes your scope zoom even further? I'd love to see a video showing this, as I stated it does not work for me that way. Share this post Link to post Share on other sites
Bororm 1156 Posted May 22, 2014 (edited) For non scoped zoom yes, almost everyone knows that changing your FOV will affect your iron sight zoom and overall player natural zoom, but I dont ever see a difference with actual scope zoom by changing my FOV. When I aim in with my ACOG or LDS or PSU its always the exact same distance that I am viewing. Are you all sure this is what is happening: changing your FOV makes your scope zoom even further? I'd love to see a video showing this, as I stated it does not work for me that way. the acog and pu and the red dots are all 3d scopes. The LRS isn't a 3d scope, it's 2d and on the LRS changing your FOV will zoom signifcantly. From the screenshot I saw, it looked like the pso scope is similar to the LRS of being a 2d scope. It increases your zoom with the 3d scopes as well to an extent, but I'm not entirely sure how that affects their reticles either since they are 3d. I mean this is all operating under the assumption you don't play with your FOV very low to begin with, most people turn theirs up if anything in my experience. I've always left mine pretty close to default. I can't find a video, I swear I saw one some where but I've tested it in game and so have some friends. If you really need me to I can make a video =P Edited May 22, 2014 by Bororm Share this post Link to post Share on other sites
Bororm 1156 Posted May 23, 2014 (edited) Meh I went ahead and made a video just for you Irish =P on the LRS one, I'm already zoomed in completely on the scope itself for reference. You can see how I'd imagine that the scale of the range finder on the PSO would become out of wack by changing your FOV, because it does not scale with the zoom. Edited May 23, 2014 by Bororm 1 Share this post Link to post Share on other sites
gibonez 3633 Posted May 23, 2014 Just google how to use that thing.You basically use that "thingie" it has on the left side to measure distance based on the height of target. Then you aim with corresponding chevron. Yea the pso's range finder would be useless due to the FOV settings. atleast it wont work unless you have one specific FOV setting. Share this post Link to post Share on other sites
hombrecz 832 Posted May 23, 2014 Yea the pso's range finder would be useless due to the FOV settings. atleast it wont work unless you have one specific FOV setting. Can't understand hows that possible. I mean you have tons of games with adjustable FOV and optics, and they do not have these kinds of problems :-/. Share this post Link to post Share on other sites
Bororm 1156 Posted May 23, 2014 Can't understand hows that possible. I mean you have tons of games with adjustable FOV and optics, and they do not have these kinds of problems :-/. Most games don't actually use realistic optics though. Like, what other game besides the arma series do you even need to range find in?Battlefield? Pretty sure battlefield doesn't actually use optics that function "properly." They just need to lock the FOV in the scope, or make it scale. Locking it would be better since it's a pretty cheap trick to get some extra zoom. Share this post Link to post Share on other sites
gibonez 3633 Posted May 23, 2014 Most games don't actually use realistic optics though. Like, what other game besides the arma series do you even need to range find in?Battlefield? Pretty sure battlefield doesn't actually use optics that function "properly." They just need to lock the FOV in the scope, or make it scale. Locking it would be better since it's a pretty cheap trick to get some extra zoom. That is besides the point. Point is those games lock in the FOV and zoom settings for everyone regardless of what the user sets the FOV to. In BF4 you arent granted more zoom for your scopes if you lower your FOV compared to someone with a 100 Fov. When aiming everyone gets the same fov. 1 Share this post Link to post Share on other sites
Volkier 2 Posted June 30, 2014 You can set your FOV all the way down, and increase your zoom significantly, it's pretty cheesy I personally don't do it. I think as a result it has an effect on the scale of the reticle, but honestly I'm not totally sure. I'd just imagine that if the scope is designed for a default distance, of a target being a particular size, then zooming in through adjusting your FOV would throw that out of wack.It does throw it out of whack. I didn't think of that the first time I found the AKM with a PSO scope, and just assumed they didn't implement the scope properly thus having all the distances way off. The 'default' fov seems to be in between the "e" and "i" in "field" for the "field of view" - as that is where the PSO scope seems to actually works with the built in rangefinder. And yes, I do hope they 'fix' it by locking FOV for all scopes to their correct corresponding view distances to avoid these problems in the future. Or maybe they shouldn't, just to add that little bit of extra to learning curve. I think the question is - should zeroing be removed completely from certain guns - the AK with the PSO scope being an example, as it defeats the purpose of the scope's range mil dots. Whilst you could in reality alter the zeroing of certain AK models by raising or lowering the rear sights of the gun, the PSO scope did not (to my knowledge - someone who knows better feel free to correct me) have zeroing on it, hence the mil dots. So the trajectory of your gun should not therefore change when you alter the zeroing but are looking through the scope rather than the iron sights - as it currently seems to do in the game. Share this post Link to post Share on other sites
frosti 2165 Posted June 30, 2014 It does throw it out of whack. I didn't think of that the first time I found the AKM with a PSO scope, and just assumed they didn't implement the scope properly thus having all the distances way off. The 'default' fov seems to be in between the "e" and "i" in "field" for the "field of view" - as that is where the PSO scope seems to actually works with the built in rangefinder. And yes, I do hope they 'fix' it by locking FOV for all scopes to their correct corresponding view distances to avoid these problems in the future. Or maybe they shouldn't, just to add that little bit of extra to learning curve. I think the question is - should zeroing be removed completely from certain guns - the AK with the PSO scope being an example, as it defeats the purpose of the scope's range mil dots. Whilst you could in reality alter the zeroing of certain AK models by raising or lowering the rear sights of the gun, the PSO scope did not (to my knowledge - someone who knows better feel free to correct me) have zeroing on it, hence the mil dots. So the trajectory of your gun should not therefore change when you alter the zeroing but are looking through the scope rather than the iron sights - as it currently seems to do in the game. Default FoV is in the middle of "d" in Field". The PSO scope in DayZ standalone is very different then PSO scope in DayZ mod.PSO scope in DayZ Standalone is meant to be zeroed becouse its 3 lover chevrons are for distances of 1,100, 1,200 and 1,300 meters and not like in mod for 300, 500, 700. So to use PSO scope correctly in DayZ Standalone you gotta zero it and use central chevron only in range 100-1000 meters. http://en.wikipedia.org/wiki/PSO-1 For zeroing the telescopic sight the reticle can be adjusted by manipulating the elevation and windage turrets in 5 cm at 100 meters Share this post Link to post Share on other sites
blacklabel79 949 Posted June 30, 2014 I wish zeroing whould work like it does in RO2...especialy for the bolts/semis. ( ist mousewheel and represented in 1st Person too ) Share this post Link to post Share on other sites
gibonez 3633 Posted June 30, 2014 I wish zeroing whould work like it does in RO2...especialy for the bolts/semis. ( ist mousewheel and represented in 1st Person too ) Maybe with the action interaction menus that are coming soon. This would remove the need for middle mouse button to be used for anything so it opens that up. Share this post Link to post Share on other sites
ZomboWTF 527 Posted June 30, 2014 (edited) solution to the fov thing would be easy: make all scopes 3d-models with magnification well not that easy at all, but games from years ago managed 3d scopes to magnify,why not an engine that is under developement anyway?scope overlays are so yesterday, it's not even funny anymore... though deep inside i know the devs will never change this... Edited June 30, 2014 by Zombo Share this post Link to post Share on other sites
gibonez 3633 Posted June 30, 2014 (edited) solution to the fov thing would be easy: make all scopes 3d-models with magnification well not that easy at all, but games from years ago managed 3d scopes to magnify,why not an engine that is under developement anyway?scope overlays are so yesterday, it's not even funny anymore... though deep inside i know the devs will never change this... That isnt really a solution as you still gain an advantage with lower fovs. Solution is to just lock the FOV at a certain level when aiming a firearm. 2d scopes are old sure but guess what they are both more realistic compared to 3d scopes and look better. Edited June 30, 2014 by gibonez Share this post Link to post Share on other sites
brumey 116 Posted June 30, 2014 For non scoped zoom yes, almost everyone knows that changing your FOV will affect your iron sight zoom and overall player natural zoom, but I dont ever see a difference with actual scope zoom by changing my FOV. When I aim in with my ACOG or LDS or PSU its always the exact same distance that I am viewing. Are you all sure this is what is happening: changing your FOV makes your scope zoom even further? I'd love to see a video showing this, as I stated it does not work for me that way. 100% sure changing fov changes zoom level Share this post Link to post Share on other sites
ZomboWTF 527 Posted June 30, 2014 That isnt really a solution as you still gain an advantage with lower fovs. Solution is to just lock the FOV at a certain level when aiming a firearm. 2d scopes are old sure but guess what they are both more realistic compared to 3d scopes and look better. what about people wanting to use the oculus rift in the future? or people with massive PC monitors? you can get a fov advantage without a fov option, and a disadvantage when using a smaller monitor the borders of the adjustment of fov should be tightened a bit, but completely locking them to 70° or 65° would be too harsh imo also, you dont only get advantages through fov adjustments, if you set it too high, you might miss distant targets, if you set it too low, you might oversee the guy flanking your position and with the broad spectrum of the fights in DayZ, from 1-2 meters up to 600-700m, i would like to keep the approach of a fov slider Share this post Link to post Share on other sites
gibonez 3633 Posted June 30, 2014 what about people wanting to use the oculus rift in the future? or people with massive PC monitors? you can get a fov advantage without a fov option, and a disadvantage when using a smaller monitor the borders of the adjustment of fov should be tightened a bit, but completely locking them to 70° or 65° would be too harsh imo also, you dont only get advantages through fov adjustments, if you set it too high, you might miss distant targets, if you set it too low, you might oversee the guy flanking your position and with the broad spectrum of the fights in DayZ, from 1-2 meters up to 600-700m, i would like to keep the approach of a fov slider I didn't say lock the fov for everyone. I said lock the fov aka have the same magnification for everyone when you aim your gun. When you stop aiming it reverts to whatever player chosen fov. Share this post Link to post Share on other sites