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Scopes are locked when not using Adv. Ballistics #5039

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JBartlett108 opened this issue Mar 26, 2017 · 26 comments
Closed

Scopes are locked when not using Adv. Ballistics #5039

JBartlett108 opened this issue Mar 26, 2017 · 26 comments
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kind/feature Release Notes: **ADDED:**
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@JBartlett108
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JBartlett108 commented Mar 26, 2017

Arma 3 Version: 1.68 (stable)
CBA Version: 3.2.1 (stable)
ACE3 Version: 3.9.1 (stable)

Mods:

  • CBA_A3
  • ace
  • RHS USAF 4.2.1 (sometimes used and tested)
  • RHS AFRF 4.2.1 (sometimes used and tested)
  • RHS GREF 4.2.1 (sometimes used and tested)
  • RHS SAF 4.2.1 (sometimes used and tested)

Description:

  • With advanced ballistics module placed, but everything on OFF, high power scopes cannot range and are locked at 100m. Same thing happens when there are absolutely NO MODULES on the mission, or when it is configured to my unit's liking (medical, logistics, etc.)

Steps to reproduce:

  • Add playable player with any sniper rifle (M107, M200, M24, etc.) and give any high power scope (M84A1, AMS, LPRS, etc.). Add in Advanced Ballistics module and turn EVERYTHING off. Off for everyone, off for snipers, off on full-auto, everything. No matter what way you try to play it, you cant zero your scope. The number stays locked at 100m, and there's no movement when ADSing. Try it with any combination of weapon, scope... hell, even ammo. It stays locked. The same happens if you delete the module, save the mission, open another mission, and then re-open the original (to clear it from Eden). Also tried with and without RHS and their compats, to no avail.

Where did the issue occur?

  • Dedicated / Self-Hosted Multiplayer / Editor (Singleplayer) / Editor (Multiplayer)

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:

  • Advanced Ballistics, none, and nearly all of them (tested with each config, same result).

RPT log file:

  • Will get ASAP
@AACO
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AACO commented Mar 27, 2017

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.

@JBartlett108
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Negative on both, there's simply no adjustment period

@PabstMirror
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Check your keybinds for scope adjust
Controls -> Configure Addons -> Ace Scope Adjust
Should default to PageUp/Down

Pressing up should bring up the adjust info like this:
image

@JBartlett108
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Pressing up should bring up the adjust info like this:

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.

@bux
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bux commented Mar 30, 2017

  1. Editor
  2. Virtual Arsenal
  3. In the unit list search for "sniper"
  4. Place down unit
  5. Click Preview

Findings:

  • It works fine with vanilla weapons and scopes.
  • It works fine with a rhsusf_army_ocp_sniper_m24sws sniper unit

image

Conclusion:
So if it happens only for you and your community. It might some misconfiguration using the ace modules or the settings system.

@MAD-BUG
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MAD-BUG commented Apr 10, 2017

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:
class ItemInfo: InventoryOpticsItem_Base_F {
class OpticsModes {
class dedal_520 {
discreteDistance[] = {100};
discreteDistanceInitIndex = 0;
};
};
};

@jonpas
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jonpas commented Apr 10, 2017

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

@MAD-BUG
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MAD-BUG commented Apr 11, 2017

So is there any way to not use mil dot system but still have compat pbo?
PS And what do you mean by "pre-3.9.0 required separate config for scopes". As i can see weapon config in compats is similar to weapon config for vanilla scopes in scopes pbo. @jonpas

@Drift91
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Drift91 commented Apr 28, 2017

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:
image
The mildot will not work, as expected. However nor will the vanilla Zeroing, which is the problem.

@PabstMirror PabstMirror added this to the Ongoing milestone Jun 11, 2017
@Stritt57
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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.

@JaithWraith
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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.

@bux
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bux commented Jul 20, 2017

@Stritt57 @JaithWraith what do you mean by "disable adv ballistics and/or scopes". And what mods are you using?

@Stritt57
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Stritt57 commented Jul 20, 2017

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.

@Laid3acK
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The Scope Framework has a discreteDistance[] = {100}; and all scopes are configured like that:
https://ace3mod.com/wiki/framework/scopes-framework.html

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 discreteDistance[] = {100};.

In this case, all vanilla scopes' discreteDistance should be updated with discreteDistance[] ={100,200,300,...}; as the RHS scopes.

But it could be very confusing after with the Scopes module enabled because the player will have
the Scopes module zeroing (default 100 meters) and the vanilla zeroing at the same time in-game.

If the player changes accidentally the discrete Distance (default keys Ctrl+mouse wheel Up/Down),
the zeroing in-game (default 100 meters) will be incorrect (the shots too).

The new discreteDistance updates also the range card ZERO and the bullet drop (for the both ballistics).

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 Ctrl+mouse wheel Up/Down (Zeroing Up/Down) in the Weapons Controls Options seems to be a good solution to avoid conflicts between Scopes module zeroing and Vanilla zeroing with the Scopes module enabled.
(Page Up/Down has an effect only on the sniper scope, not on the vanilla zeroing)

I can make a quick PR if you want. Maybe only with the RHS compats for test ?

@jonpas
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jonpas commented Jul 23, 2017

I thought #4642 was supposed to get rid of discreteDistance?

@Stritt57
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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.

@Laid3acK
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I thought #4642 was supposed to get rid of discreteDistance?

It does:

  • If the option Overwrite zero distance is enabled (default disabled) in the Scopes Module.
  • And/or the sniper scope configured with a ACE_ScopeZeroRange (Scopes Framework).

But in fact and in all case, changing the discreteDistance (intentionally or accidentally) has a little effect on the bullet trajectory in-game with the both ballistics (Scopes module enabled).
Maybe the raison of this discreteDistance[] = {100}; ?

(checked result after tests with different compats' config for the Bnae scope)

A solution to this issue could be:

  • enabling Overwrite zero distance as default (ACE zeroing)
  • deleting discreteDistance[] = {100}; for all scopes (vanilla zeroing)
  • advising that the discreteDistance must be never changed and always the same: 100 (ACE zeroing)
  • Always checking the ZERO on the range card (ACE zeroing)

@ulteq
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ulteq commented Sep 10, 2017

The real question is why there an option to disable ace scopes adjustments in the scopes module if it doesn't work?

@Stritt57, it's technically not possible to completely disable the scopes module without actually removing the files.

What does that dropdown even do right now?

It disables every aspect the scopes module, aside from the fixed vanilla zeroing, because that's not possible.

@acemod-bot
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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. 🤖

@Stritt57
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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.

@VileAce
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VileAce commented Nov 21, 2017

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?

@PabstMirror
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We have a PR that will add a simplified ranging system as an option (#5787)
This will work pretty much like vanilla, pressing page up/down will go up and down in meters

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.

@jonpas jonpas modified the milestones: Ongoing, 3.12.0 Nov 22, 2017
@jonpas jonpas added kind/feature Release Notes: **ADDED:** and removed status/marked for cleanup labels Nov 22, 2017
@PabstMirror
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Fixed via #5787

@KalleK-OPT
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KalleK-OPT commented Feb 9, 2018

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).
we are using the latest ace3 version with the ballistics system disabled in the cba/ace3-settings. no matter if I turn on or off the "correct zeroing"(for small arms) in the ace3-scopes-settings, still the same problem.
Deleting the ace3_scopes.pbo however resolves the issue! Deleting only ace3_smallarms.pbo does not do the trick. any ideas how to fix it via the settings or is it maybe not fully functional yet?

if you need pics or video footage, let me know

@AACO
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AACO commented Feb 9, 2018

Was reported already in #6123
Should be fixed by #6128

@KalleK-OPT
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ok. thanx, my mistake! keep up the great work

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