Featured Better Zeroing 1.0.1

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Use the loaded ammo for elevation adjustment calculations rather than a weapon's default ammo.

This mod causes your the game to use the loaded ammo for elevation adjustment calculations rather than a weapon's default ammo. The adjustments are recalculated when you equip a gun or reload. Magazine fed weapons will now use the magazine's first round rather than the chambered round. If no magazine is detected, the chambered round is used. This allows the user to reload a weapon, chamber a new round and then zero the weapon with the relevant ammunition.


Works very well with Extended Zero Ranges


zeroing.gif

  • Version 1.0.1

    Magazine fed weapons will now use the magazine's first round rather than the chambered round. If no magazine is detected, the chambered round is used. This allows the user to reload a weapon, chamber a new round and then zero the weapon with the relevant ammunition.

  • Version 1.0.0

  • "activate windows" hahaha

    Happy 3
    • Hushhh. I downloaded the ISO from microsoft. It's a legal copy that's just not activated yet :P

      Thinking 1
  • this is so genious, its a simple thing at first glance, but it really really useful, thank you and others who did better than original developers

    Heart 1
  • i havent upograded to 3.10 yet, would this work with 3.9?

    • There's no harm in trying! Search for "CreateOpticCalibrationData" in your game log. If there is an harmony exception related to it, it doesn't work.

      Thumbs Up 1
    • ur experience my friend?

  • Hello again,

    I want zeroing distances to be spaced by 100 meters, will editing the zeroing ranges array cause any issues?

    Code
     [50, 100, 150, 200, 250, 300, 333, 366, 400, 425, 450, 475, 500, 525, 550, 575, 600, 620, 640, 660, 680, 700]


    I want to edit it to the following:

    Code
     [50, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200]
    • It will work just fine. However, it will be useless. I made it that tightly spaced because at 620 meters, because using a 600 meter zero will likely cause you to miss the headshot.


      And by the way, if any third party is reading this, he's not talking about this mod at all, but rather the Extended Zero Ranges.

  • I really don't know how people on LIVE can snipe the more distant rogues without this mod and the extended zero ranges, you have to place the reticle on the moon to land those really long shots, kudos on both

    • Let's say that inconvenience is why I made the mods :)

  • Thank you very much. Was just complaining about the zeroing.

    Heart 1
  • Dude, this is unbelievable! One-upping Fontaine isn't an easy task (not that it is or was a competition - just pointing out his zeroing mod was the nearest comparison in functionality), but this is spectacular! Achieving a dynamic implementation really cements this as the best possible outcome for one of Tarkov's most obtuse mechanics.

    • Thanks! Feedback like this makes me want to keep going :D


      I was playing with what happened to be the default ammo of my favorite rifle and grew very fond of the zeroing mechanism. When I got access to better ammo, zeroing didn't work anymore. I was told about Fontaine, but I didn't like the thought of using an interface as part of my gameplay, and this is the result.


      Please let me know if you have ideas for improvement.

  • Awesome mod! - I'd ideally tho like a mod that allows manual adjustment of ironsights same as scopes - BUT - I gotta say thats based on playing earlier version games where some weapons were evidently seriously faulty - ie. various of the sniper rifles when trying to use iron sights, and in at least one game the val was way outta whack with iron sights. That might all be better now - I'll know with more play (only just gotten 3.10 going). Adjustable irons would just give us overall fix control tho.

    Heart 1
  • My buddy who was sniping rogues from 600m away yesterday was complaining about the limited zeroing and said he wished there was a mod that increased it.. Boy do I have some good news for him when he gets on tonight. :D
    Thanks again for your contribution to SPT. This was much needed! :saint:

    Heart 1
  • Truly incredible work you're doing, finishing the game for the developers. I didn't think this was possible simply because it wasn't already in the game.

    • Everything is possible with encouragement like this. Thank you for sharing your appreciation with me <3


      Also, you may want to check out the new version ;)

  • Gonna try this one out, because if this works...(chef's kiss

    • As the readme states, you may have issues if you mix ammo during a game/mission. Swapping back and forth between your gun should fix it though.

    • Thanks for the heads up, was wondering how that would work if I mix ammo(what I usually do).

    • Currently, my best suggestion is to load a new mag, then chamber a fresh round from that mag. Then equip the range finder, measure range and go back to the weapon. That should work :D