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I'm not sure why the binding has stopped working - but meanwhile you can hit F3 to bring up the console and enter "ToggleIllumination".
I've added a screenshot from the last beta.
https://imgur.com/a/XFQYt
AATTV gave a good explanation in this thread: https://forums.tripwireinteractive.com/forum/rising-storm-2-vietnam/rs2-vietnam-general/general-discussion-ag/2287953-sniper-bullets-rising-when-shooting-at-distance
The PU scope is pretty small compared to the more modern Redfield on the American rifles.
However, the PSO-1 on the SVD does have a toggle-able illuminated reticle in game! The binding is 'Multiply' on the numpad by default.
In ROInput.ini...
The damage model already works out to something like what you describe (in theory, assuming no bugs in hit detection.) It does attempt to model how effective different projectiles are at transferring their energy to the target for a given velocity. In particular, the M193 projectile out of the...
Unfortunately, this is an engine limitation. Most rotations in UE3 are represented by three values between 0-65535, so the smallest change in angle the engine supports is about 0.00549 degrees (only about 0.33 MOA). Since that is about a third of an inch at 100 yards, it becomes very obvious at...
Are you referring to the XM21's ammo/bolt check towards the beginning? That's just some theatrics. That will never happen automatically (like ammo checking in RO2/RS)
Misalignment here means the movement of your eye relative to the sights; i.e when you aim a weapon in real life you must align the sights according to your viewpoint.
It is *NOT* making the sights "off". I hope that clears things up. :)
It may be best that we leave it alone until I can once again devote serious time to it. Unfortunately, for the last year and a half I haven't been able to do that.
Those of you who love this mod: take note of whom I work for now. :)
It was done through trial and error. Also recall that in RO2 the shots come from your line of sight as you are looking down the sights, not the muzzle.
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