Realistic FLIR Thermal Scope - 60Hz, 320*240px and Range 1.4.2

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

The ingame FLIR RS32 does not perform like the real thing. Ingame it works at 21Hz, 172*129px of resolution and a limited range of less than 300m. This mod makes the FLIR behave like it should, at 60Hz, 320*240px of resolution and much more range.

FOR 3.7.0 USE MY NEW BIG THERMAL PACKAGE

Works in 3.6.1, 3.6.0, 3.5.8, 3.5.7, 3.5.6, 3.5.5 and 3.5.4. Other versions may work but are not tested.
Be sure to also check out my REAP-IR mod

FLIR RS-32 2.25-9x 35mm 60Hz thermal riflescope

That is the ingame name for the FLIR... 60Hz... it's right in the name... Yet ingame the scope works at only 21Hz. And not only that, it also has a horribly low resolution of 172*129px and a limited range of less than 300m. I like to play SPTarkov with realism mods, and the one thing i was missing was a mod that would fix this issue with the FLIR. There are a few mods that make completely clear thermals with unlimited range and refresh rate, but that is not realistic either, so I tried to make it myself and here we are.


Now with a new more realistic reticle from Geff Hannigan's EFT Scope and Red Dot Sight Overhaul. Also thanks to Fontaine for updating Geff's mod.

I made a few changes to it, as it was not completely symmetrical and had a small green dot in the middle of the 2.5x configuration that was a bit buggy.


The real life FLIR RS32 works at 60Hz and with a 320*240px screen, and it has a lot more range. This is what this mod changes.

Left is the vanilla FLIR, notice the low resolution and limited range. Right is my mod, with correct resolution, refresh rate and range (lighthouse island visible).

Again, left is vanilla, right is modded.

Installation: drop in user/mods folder.


Compatibility: make sure it loads after other mods that modify thermals if you want the changes to apply.


This mod would not have been possible without the previous work of TEOA where he corrected the range of thermal scopes, so props to him: Clear Thermal Sights.

  • Version 1.4.2

    Updated for 3.6.1

  • Version 1.4.1

    Updated for 3.6.0. Let me know if it works correctly as I don't have 3.6.0 SPT myself.

  • Version 1.4.0

    Updated with a new and more realistic reticle from Geff Hannigan's EFT Scope and Red Dot Sight Overhaul.

    Had to reupload it because silly me added a # in the package file that broke the server startup.

  • Version 1.3

    Updated for 3.5.8

  • Version 1.2

    Updated for 3.5.7.

    Works in all versions, i just fixed the version warning for 3.5.7.

  • Version 1.1

    Same as 1.0 but now works with 3.5.6 without the version warning.

    Also works in 3.5.5 but it displays a version warning.

  • Version 1.0

    Works in 3.5.5.

    Also works in 3.5.6 but it displays a version warning.

  • How do these work alongside SPT-Realism or Geffhannigans optic ovehaul, as it also does some changes to thermals. I'm assuming, so long as these load after it will work fine?

    • I use both. It's perfectly compatible with Realism mod. For Geffhannigan's, my mod loads after his so it works perfetly aswell.

    • Thanks, now i just need to figure out how to enter the mod order coding so it works as intended. i just moved from the folder the mods i expected to conflict if not loaded in order for now.

    • Hey.. late reply, but there's a great little tool on here called LOE (Load Order Editor) that makes it really simple.

    • I came across that not long after the comment, within a few days. still working out which mods really need to load in what order as far as Sain swag and realism but so far it's not bad.

  • Thanks for the fantastic mods! Any chance you'd be willing to do one for the T-7 Thermal Goggles? Only ones I've seen would potentially conflict with yours and I'd prefer to stick with your scopes. I'd love to see the goggles get a bunch more view range and a cleaner look.

    • In case of conflict, you can always make sure my mod loads after any conflicting mods by adding a Z at the beginning of the scope mod folder and my scope will work. As for the T-7, my other mod Borkel's Realistic Night Vision Goggles will provide you with a clear T-7. I actually prefer the vanilla T-7 but all the sources I've found have no visual noise, so realism must prevail.

    • Thanks a million! I didn't realize you included T-7 in the NV mod.

    • It came with the original SBNV mod, I kept it because it seems to be realistic

    • I'm just glad we don't have to worry about NUCing. Not so bad when you're sitting still waiting for hogs or coyotes to come your way, but it's gotta be hell in a more kinetic environment.

    • What is NUCing?

  • Tested in 3.6.0 and seems to be working for now! Good luck! :thumbup:

    • Thanks a lot

    • What do you mean? Thank you for your time and efforts to make this! 8)

    • I'll upload updated versions in a while

      Thumbs Up 1
  • How involved would it be for me to change the reticle and/or where could I find information about how to do that? I really like what you're doing with these thermal scope mods but I personally find that the thickness of the crosshair really hurts the usability of this scope.

    • you have to look into extracting and editing bundles, there's some tutorials on how to do it in tarkov somewhere in this page

    • Thanks for the response. Appreciate the tip.

    • I assure you that what you are trying to do is possible. When you open the bundle of a thermal scope, there will be a file for the reticle. I remember seeing.

  • Unsure if this mod can mess-up with:
    Modular NVGs (updated)

    • They can work together if you load my mod after that one. Or you can just delete the scope file for the flir in the bundles folder of the modular nvg mod.

    • tanks for the info figured regardless of where your mod was loaded it still didn't work. so not an issue here.

    • I saw in another thread that Tarky Menu breaks most NVG/Thermal mods also.

    • I got told that too

  • Awesome mod! I love it.

    Thank-you

    Heart 1
  • Are you going to update for 3.5.7?

    • It probably works. You can try it yourself and let me know if it does work, i'll then update the version of the mod.

    • I believe it does work, not sure on the distance though, what is the limit to see a heat source in the scope?

    • I shot someone at around 350 meters today on Lighthouse, think it's working just fine

    • Previously, the limit was less than 300m

  • banger mod, always had a problem with the false advertising on the flir scope, now this thing competes with the REAP-IR as it should. Trijicon plebs eat your hearts out hahaha.

    Happy 1
  • Really nice to see people finding use for things I made, and thank you for the credit!

    <3

    Heart 2
  • How did you go about increasing the range of the thermal scope? It's fantastic bugcatrainbowbugcatheadbumping

    • That's the work of TEOA from his previous mod: Clear Thermal Sights

      That mod removed the pixelation and had unlimited refresh rate tho, so it was not realistic.

    • I Use that mod but only with the T12-W and REAP-IR. I already change a lot of optics in original game folder. But I couldn't change the range. That's awesome. How you did that? aquadesperate

    • Might be the UInt8 ZeroedUnsharpRadius": 0, but i'm not sure, TEOA is the one who accomplished it.

      Thumbs Up 1
  • Nice. Now I have something to look forward to when I wake up tomorrow!

  • Works on 3.5.6, I wasn't sure if I would be able to tell I started with the mod and the scope is so smooth, removed it and oh my god the default refresh rate is really bad. Thanks for the mod.