In RO2 the bullet trajectory and hence the POI (Point of Impact) of Tank gunnery is self adjusting to always hit the POA (Point of Aim). Resulting in a Dynamic Firing Trajectory, for the purpose of making the game easier on the shooter. Requiring him only to aim the hit, instead of aiming the trajectory to make a hit. This makes tank gunnery, main gun, and coax MGs, extremely easy to the gunner, but extremely virtual and unrealistic, also bringing a set of anomalies. Gravity effects on ballistics in game do not suffer any alterations because of this, only the vertical POI is affected. Before GOTY, having your tank unleveled revealed the anomalies with much ease, but that has been fixed.
In RO2 infantry, the bullet trajectory is not ever self adjusting, but rather fixed, and hence those same anomalies don't exist and shooting is harder. However, the bullet origin, that in tank weaponry, comes from the gun's muzzle, in infantry small arms, comes from a point above of the aim trajectory vector's beginning. With the purpose of helping players shoot clean from nearby objects, that otherwise would obstruct the bullet path, for being right in front of the muzzle, that is generally frustrating in the real world, and ArmA games, until a person learns to adapt. The effect of this in the weapons is small, and it is a rather good compromise to making shooting more natural. But that comes with some issues.
Green for Point of Aim/Line of Sight
Red for in game trajectory and Point of Impact
Blue for how it would be in real life
TANKS:
Actual real gun/sight convergence has been ignored for the examples
3 cases, in the first the difference in trajectory is hardly meaningful or noticeable. But in the second and 3rd cases, with the POA much closer, and hence a much bigger adjusted trajectory, the anomaly, of the bullet going left of the target, for the gun is mounted to the right of the sights, appears. In the seconds case, however, it is not noticed as bad as in the third case, where the bullet has a free travel path to describe.
And with the main gun:
So, depending on where you put your aim, the game will give you different bullet trajectories to help you out. Talk about holding your hand while you play...
But it is not so terrible and only happens for tanks, and does not influence bullet drop. Another issue with tanks happens when firing the coax looking high, or even normally, that it becomes visible that hit impacts and tracers don't match.
INFANTRY SMALL ARMS:
Pretty self explanatory. Giving a very virtual sensation of shooting in relation to real life. To very close targets (>10m) in real life, you'd be advised to put your POA slightly higher than your intended POI, or in the same place, to make up for the fact that the bullet comes out from the muzzle of the barrel, and not from your sights. In RO2 however, you must aim lower than the target, very slightly. And in the case the weapons had tracers, you'd see them leave from your eyes, instead of the barrel, as already happens with the MGs.
HEAVY MACHINE GUNS:
When you are looking trough the sights, you will clearly see the tracers leaving from your eyes, slighty above them in fact. However when looking from above the gun, out of IS, you will see the tracer leaving from the barrel. That has the effect of changing your POI, drastically in the Maxim, and slightly in the MG34. Giving you 2 different trajectories for the same gun, only by moving your virtual head and not the gun.
Now, none of the things presented here can be considered a bug. There is no bug, these are all ''features'' of the game, that would have to be changed or improved. And again comes the big question: Will TWI ignore this? Probably, because it has become dogma in these parts that adding content is more important than revising stuff like this. Or revising anything of major importance for that matter. ''The game is fine as it is!'' people will claim. Right, but it ain't.
Modders could probably fix the issues with the tanks and small arms, even HMGs. But then again, it is still is TWI's responsibility for having introduced these features in the first place, so perhaps it would be more wise for them to fix it. We can't count on modders alone to fix the game at all times, and sometimes things will be too complicated for them.
Will you fix these issues TWI? ArmA 2 has none of them cough cough..
In RO2 infantry, the bullet trajectory is not ever self adjusting, but rather fixed, and hence those same anomalies don't exist and shooting is harder. However, the bullet origin, that in tank weaponry, comes from the gun's muzzle, in infantry small arms, comes from a point above of the aim trajectory vector's beginning. With the purpose of helping players shoot clean from nearby objects, that otherwise would obstruct the bullet path, for being right in front of the muzzle, that is generally frustrating in the real world, and ArmA games, until a person learns to adapt. The effect of this in the weapons is small, and it is a rather good compromise to making shooting more natural. But that comes with some issues.
Green for Point of Aim/Line of Sight
Red for in game trajectory and Point of Impact
Blue for how it would be in real life
TANKS:
Actual real gun/sight convergence has been ignored for the examples
Spoiler!
3 cases, in the first the difference in trajectory is hardly meaningful or noticeable. But in the second and 3rd cases, with the POA much closer, and hence a much bigger adjusted trajectory, the anomaly, of the bullet going left of the target, for the gun is mounted to the right of the sights, appears. In the seconds case, however, it is not noticed as bad as in the third case, where the bullet has a free travel path to describe.
Spoiler!
And with the main gun:
Spoiler!
So, depending on where you put your aim, the game will give you different bullet trajectories to help you out. Talk about holding your hand while you play...
But it is not so terrible and only happens for tanks, and does not influence bullet drop. Another issue with tanks happens when firing the coax looking high, or even normally, that it becomes visible that hit impacts and tracers don't match.
INFANTRY SMALL ARMS:
Spoiler!
Pretty self explanatory. Giving a very virtual sensation of shooting in relation to real life. To very close targets (>10m) in real life, you'd be advised to put your POA slightly higher than your intended POI, or in the same place, to make up for the fact that the bullet comes out from the muzzle of the barrel, and not from your sights. In RO2 however, you must aim lower than the target, very slightly. And in the case the weapons had tracers, you'd see them leave from your eyes, instead of the barrel, as already happens with the MGs.
HEAVY MACHINE GUNS:
Spoiler!
When you are looking trough the sights, you will clearly see the tracers leaving from your eyes, slighty above them in fact. However when looking from above the gun, out of IS, you will see the tracer leaving from the barrel. That has the effect of changing your POI, drastically in the Maxim, and slightly in the MG34. Giving you 2 different trajectories for the same gun, only by moving your virtual head and not the gun.
Now, none of the things presented here can be considered a bug. There is no bug, these are all ''features'' of the game, that would have to be changed or improved. And again comes the big question: Will TWI ignore this? Probably, because it has become dogma in these parts that adding content is more important than revising stuff like this. Or revising anything of major importance for that matter. ''The game is fine as it is!'' people will claim. Right, but it ain't.
Modders could probably fix the issues with the tanks and small arms, even HMGs. But then again, it is still is TWI's responsibility for having introduced these features in the first place, so perhaps it would be more wise for them to fix it. We can't count on modders alone to fix the game at all times, and sometimes things will be too complicated for them.
Will you fix these issues TWI? ArmA 2 has none of them cough cough..
Last edited: