EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 I don't think that there is a way to do that without mods, so you may want to look for some and account for that if you want (or tell people not to use them, haha). Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 I'll look into it eventually. I may be wrong to assume, but I would think in most cases it shouldn't effect it too much. Once I have everything set up with the projectile physics, I'll mess around with scope testing. I know there are re-skin mods for the scopes but as far as adjusting the sights I would have to dig around for info/mods. Most people won't be sniping from 600 meters anyhow so it may be a moot point. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 Thinking about it, it really shouldn't have any effect on the gravity stuff. It just determines the angle, and whatever that angle is will be automatically grabbed as the variable your gravity calculations use, so I wouldn't worry about it. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 Correct, it has no bearing on bullet projectile. However, I'm not sure how much shooting you've done but having a scope correctly dialed in saves you a lot of thought before you make a shot. All the horizontal lines on scopes are assists for you so you don't have to do rough estimates and calculations on the fly. Zeroing in scopes is very important to a hunter (and a sniper.) Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 And earlier I meant re-skin mods for scope reticles, not just the scope. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 But I don't think what I need is a reskin, there are several of those out there. What I am talking about is adjusting the angle in which the crosshairs point. It may be unnecessary so I'm not gonna worry about it now. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 https://qph.fs.quoracdn.net/main-qimg-b6e07b76c531f4408f10624390f726bf - This is what I'm talking about. I'm sure you understand already though. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 (edited) I've never shot anything, but I've done what would amount to a full course's worth of research on firearms in order to reproduce their functionality faithfully in computer games. I just love when a piece of entertainment can teach you about the real world, so I strive for thorough realism any time it won't compromise the entertainment value of what I'm doing, and I'll make adjustments to that entertainment side of things to account for realism as much as I can until I reach a point where it just won't work. All that is to say, yes, I know exactly what you mean, and no, I have never fired a gun. That's a nice illustration, though. So, this is more for the larger scope of your project, not the gravity portion? As your gravity adjustments will work regardless of the scope. Are you saying you want the scopes to be zeroed better than they are? or that you want them to be adjustable? Bear in mind that the game uses a whole load of RPG mechanics to determine whether or not a shot hits, not just these angles. You can opt to make it more realistic, but that risks unbalancing things like the Guns skill, so you need to account for that. Edit: '...scope of your project...' haha, no pun intended. Edited March 24, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 (edited) Ha! And the puns have entered the arena! Yeah, in the "larger scope of things."I don't think having the scopes adjustable would be really necessary, however having scopes properly adjusted to account for the new dynamic of ballistic drop would be a nice element to add in. General zero ins depending on the firearm would likely suffice. If hitscan is disabled, what other mechanics would determine if a bullet hits? At that point, wouldn't it just be determined from collision meshes? I won't pretend to know exactly how it works, but I can only assume that once hitscan is disabled and the projectile now has a physical presence (outside of VATS, which it always had one,) "hits" it would be determined from the collision of the projectile against objects.Edit: Easy example, much like how Missiles work for the Missile Launcher. They travel until they impact a mesh of some fashion. Once it hits, it explodes. Edited March 24, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 Speaking of Missiles, I had a wild idea the other day to make them guided missiles. I mean, realistically if they weren't guided, they'd just be rockets, not missiles. Link to comment Share on other sites More sharing options...
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