Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
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
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Version 1.0.1
- ehaugw
- 8k Downloads
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.
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Version 1.0.0
- ehaugw
- 195 Downloads
khyuler
"activate windows" hahaha
ehaugw Author
Hushhh. I downloaded the ISO from microsoft. It's a legal copy that's just not activated yet
DrumOfD
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
Karma
i havent upograded to 3.10 yet, would this work with 3.9?
ehaugw Author
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.
Antithesis
ur experience my friend?
Phaster
Hello again,
I want zeroing distances to be spaced by 100 meters, will editing the zeroing ranges array cause any issues?
I want to edit it to the following:
ehaugw Author
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.
Phaster
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
ehaugw Author
Let's say that inconvenience is why I made the mods
Shawnbuur
Thank you very much. Was just complaining about the zeroing.
kiester kid
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.
ehaugw Author
Thanks! Feedback like this makes me want to keep going
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.
Radicon111
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.
CAT297D2
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.

Thanks again for your contribution to SPT. This was much needed!
kkrawdad
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.
ehaugw Author
Everything is possible with encouragement like this. Thank you for sharing your appreciation with me
Also, you may want to check out the new version
ZenosBleed
Gonna try this one out, because if this works...(chef's kiss
ehaugw Author
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.
ZenosBleed
Thanks for the heads up, was wondering how that would work if I mix ammo(what I usually do).
ehaugw Author
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