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Scopes are locked when not using Adv. Ballistics #5039
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When you're ADS do you hear clicking? And when you're not zoomed in, do you get an adjustment knob image with a number readout popping up? If so, that's part of the scopes framework (not advanced balistics) https://github.com/acemod/ACE3/tree/master/addons/scopes You'll have to place the scopes module down and disable those settings from there. |
Negative on both, there's simply no adjustment period |
That would be great of it were true. It's like I'm saying, it doesn't pop up. I have 20+ other people that can also verify this, so this isn't some one-off corrupt install or something. Besides, it SHOULD be reverting to BASIC ballistics, ie REGULAR RANGING PER 100 METERS. |
Findings:
Conclusion: |
Looks like deleting ace_scopes.pbo cause this effect. After deleting this pbo vanilla scopes start working with vanilla ranging but rhs scopes do not and stays at 100m. Only RHS scopes that have settings like this in compat pbo: |
Remove the RHS compat PBO as well then, pre-3.9.0 required separate config for scopes, compats were not updated as of yet afaik, so your result is expected @MAD-BUG |
So is there any way to not use mil dot system but still have compat pbo? |
The module causing the problem is "ace_scopes_ModuleSettings" NOT "ace_advanced_ballistics_ModuleSettings". @bux Before step 5 place a "ace_scopes_ModuleSettings" and do the following: |
My group is having the exact same issue. We want to use ACE for everything except for adv ballistics and scopes. If I disable adv ballistics and/or scopes, the vanilla zeroing no longer works and all optics are stuck at 100m. |
My group is also experiencing this issue. All optics are stuck at 100m and changing keybindings does not help. We have been making missions with closer range encounters to try and avoid this. |
@Stritt57 @JaithWraith what do you mean by "disable adv ballistics and/or scopes". And what mods are you using? |
Just like the OP, when I create a mission and place the ballistics module and disable it the scopes module locks all scopes to 100m zero and the ace turret mode. If I disable ace scopes by placing a scope module and disabling it, then all scopes are locked to 100m and cannot be zeroed. My group would like to be able to use standard arma "vanilla" zeroing. I can confirm that it still in fact happens with cba_a3, ace, and all of the rhs mods. I will see if I get this same issue when just running cba_a3 and ace this evening. |
The Scope Framework has a For this reason, the vanilla scope zeroing can't work when the Scopes module is disabled. It could be possible to fix that by deleting this In this case, all vanilla scopes' But it could be very confusing after with the Scopes module enabled because the player will have If the player changes accidentally the The new It could be a feature if the player uses it carefully ... or a big problem for him. But, by this way, the vanilla zeroing can be restored with a Scopes module disabled. At this time, i'm experimenting this possibility with a Bnae scopes compat for my personal use and for test. There is no problem only if the ACE scope adjustment and the Zeroing Up/Down have got exactly the same keybinds in the CONTROLS Options. Deleting the default keys I can make a quick PR if you want. Maybe only with the RHS compats for test ? |
I thought #4642 was supposed to get rid of |
I thought it was too... The real question is why there an option to disable ace scopes adjustments in the scopes module if it doesn't work? What does that dropdown even do right now? If the ace scopes module is disabled, then the functionality that the module controls should be disable and returned to vanilla, period. The fact that server owners running ace have to do their own code manipulations and then also have to have their players do the same is just asking for problems. |
It does:
But in fact and in all case, changing the (checked result after tests with different compats' config for the Bnae scope) A solution to this issue could be:
|
@Stritt57, it's technically not possible to completely disable the scopes module without actually removing the files.
It disables every aspect the scopes module, aside from the fixed vanilla zeroing, because that's not possible. |
Hello @JBartlett108! There has been no activity on this ticket for over a period of 68 days. I am automatically replying to let you know we will close this ticket within 1 week due to inactivity and consider this resolved. If you believe this is in error, please reply with the requested information. Thank you. 🤖 |
Just because there has been no discussion on this issue does not mean it was fixed. The issue still remains despite the inactivity on this ticket. |
I do not see a solution to this issue. I am using ACE3 and I would like to use standard (vanilla) Arma 3 ranging. I do not want ACE "turrets"and I can not seem to find a way to do this. I have tried using the Advanced Ballistics module with everything to disabled and the scopes module with every combination. In all cases I either get the turrets which I do not want or no range adjustment at all. I am only testing with vanilla weapons and scopes. How can I use ACE3 and not change the way scopes work? |
We have a PR that will add a simplified ranging system as an option (#5787) We have to make config level changes to arma, so we can't offer pure vanilla zeroing, but for now you can remove ace_scope.pbo. |
Fixed via #5787 |
hi, there - sorry for "reopening" this, but we have a similar problem except for it is happening for small arms scopes such as ACO SMG and pistol scopes... aim is totally off (going way higher than aimed for starting with distances of 20m and more). if you need pics or video footage, let me know |
ok. thanx, my mistake! keep up the great work |
Arma 3 Version:
1.68
(stable)CBA Version:
3.2.1
(stable)ACE3 Version:
3.9.1
(stable)Mods:
Description:
Steps to reproduce:
Where did the issue occur?
It occurred on our dedicated "Operations" server, with and without a headless client, when I exported it to MP and hosted it on LAN, and when I ran it from Eden in both singleplayer and multiplayer.
Placed Modules:
RPT log file:
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