Thread: [DFBHD] Baldo's New M60 Sight
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Old 05-13-2025, 01:16 PM
Baldo_the_Don is offline Baldo_the_Don
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The Nightforce Velocity 1000 in green optimized for 11x magnification on the L115A1:







Why 11x? Caprice. Why green? Looks better in the NVGs.

Also, despite my best efforts to test the wind holds, wind has no perceivable effect on ballistics in this mod of this game.

Note for posterity: The heading you give the wind in the General Information dialog denotes the direction to its source, not the way it's moving. I mean, that is the way winds have classically been named, I don't know why I thought it'd be different in a mission editor. I'm hoping that writing it down here will cement the synapses in my brain responsible for holding this fact a little more strongly.

While I'm sharing things, how 'bout this series of values:

18, 9, 6, 4.5, 3.6, and 3.

A person 1.8m tall 100m away is 18 mrads toe to crown in a correctly scaled mildot reticle. If you scope in on a dude and he's about four and a half milliradians tall? It's safe to set elevation for 400m.

Sure, I think every person in Novalogic games is two meters tall, I need to confirm that, but let's assume it's true, then ranging for someone 1.8m tall will make your aim a little low, and the AIs aren't always standing up straight, y'know?

Basically, the formula is height of the target in meters divided by the number of milliradians in the reticle is the range in kilometers.

So, 1.8m ÷ 3 mrads = 0.6 km, or 600m.

'Cause I did some math and a target 5' 10" tall is 66.85 moa at 300'. 70 inches is 66.85 moa at 100 yards. Or, if you prefer, a target of about a fathom tall is a bit more than a degree in scope at a half short-furlong.

When you have seconds on a battlefield to locate, identify, range, and engage a target, why make it easy with math of two interchangeable systems, when complicating it by trying to figure out measurements in how many of the centuries-dead king's feet and thumbs will really separate the wheat from the chaff?

Edit: I felt the need to add that, in these games, with these resolutions, reading the height in mrads of a human figure on a mildot reticle beyond 600m is difficult. That's why I don't really try to memorize those values, but a dude 2 mrads tall is about 900m away.

...

Yeah, I'm grumpy. But it is dinner time now, and I made something neat.

Guten Appetit!

//<- Zucchini auf Bratwurst Art mit Nudeln und Bratensoße! ->\\

Edit: Adapted the NFV1k for the M24:







Illuminated in red, 11x magnification, drops meticulously edited to fit the ballistics, and as the one panel shows with the two wooden fence posts positioned so that their outer facing sides are two meters apart, correctly scaled.

I made a few minor edits that I carried over to the reticle on the L115A1, but nothing obvious.

I like how it turned out, aesthetically, but I still need to get used to its function.

/////////<- Sometimes, the reticles draw themselves ->\\\\\\\\\

Jonathan Ferguson put up a video with the G11, he showed a page from the manual to illustrate the reticle, I took a screenshot, counted pixels, made some guesses and:







I started by counting the pixels at the 300m point in the curve, assumed it was 1m at range (3.3 mrads), which made the reticle as depicted about 50 mrads wide (70 mrads, more carefully mathed), the rangefinder baseline 10 mrads below center (I'm still convinced), and 20 mrads wide (actually more like 16, I'm keeping it 20, though). I eyeballed the gap in the vertical, and testing showed that if the cross is zeroed at 300m, the gap starts above the center at about the 100m zero, and when I aimed the 100m POA center mass at a man 100m away, the top of the gap was just touching his head.

Playtesting'll have to wait 'til tomorrow.

////////<- After corrections of dread procrastination ->\\\\\\\

Edit: The playtesting was fine. Explanation below. New screenshot of the G11 reticle above. I'd added details and improved it generally. Then I finished watching Jonathan Ferguson's video.

Oh, boy.

See, the G11 is in the Final Conflict mod for DFBHD(TS), and if you ever find a mod on my computer that I haven't also modified, overwhelm the imposter on the keyboard and find out what they did with me. Save me, if you can. Avenge me, if you must.

Where was I...?

Oh, yeah. The edits I made to the FC mod included making the G11, like, totally wrong. I got hung up on the reciprocating mechanics putting all three rounds of the burst out of the barrel before the recoil impulse could hit your shoulder, and I thought that meant the recoil would be tiny, and edited accuracy, recoil, and fire rate to that thought.

The video makes it clear that the G11 is not the kissy-bump laser I edited it to be. Single shots are nice. Full auto is easily controllable at 600 rpm. The 2000 rpm three-round burst kicks like a mule in a burning barn.

So that's some DFBHD(TS) mod editing for me to do later.

But I had tweaked the M16 to be like my dream G11, and then edited that to be more like the video clarifies. Foregoing the absolute gorilla-fight hassle of attempting to wedge a third fire mode into this, I set the default fire mode to burst at 1800(?) rpm, and made the former semi-mode to auto at 600 rpm. The recoil I had at 1, 3, 4, I changed to 3, 5, 7. 51 grains at 925 m/s and drag set too arbitrarily to explain to 0.21.

It was all okay. The kicky burst so fast, it sounds like one longish shot. Auto slow enough to make tap fire viable. But it just felt like a more complicated M16 with a 45 round magazine. Not awful, but not actually better.

I was coping well enough 'til I noticed for no explicable reason at this late of a point into this project that the dirt and scratch effect I put in the scope glass targa was missing an element. Muddyingly explained, I use a lowest-effort method for this effect with a layer of black dots, a layer of white dots, a layer of white lines, and the layer of black lines was gone for some reason. Then there was the badly executed layout I've needed to correct but kept putting off 'cause every instance of the car15ld.tga I put into the weapon.def would need its mounting tweaked, and buddy, I put a whole lot of instances of the car15ld.tga in the weapon.def.

Somehow, I caught a fact recently about how the glass in russian optics has a yellowish-green tint, not the greenish-blue tint I have in the car15ld.tga.

Well...

If it was just the dirt to fix, or the format, or the tint, I might've been able to keep procrastinating, but with all three undeniable deficiencies right there and not even a small mental blanket my brain could throw over them, the evening last and this morning were all about editing targas, .def files, and screenshots like this:







The OKP-7 on the RPK-74 that I might ought've shared by now, and a black lines, red dot variant of the 1P88 on the SVD-63 with their new amber-tint glass, along with the SR-25 mounting an Elcan Specter CX5456 reticle I optimized for 7x magnification on the bluish scope glass for contrast and comparison.

And that was my weekend, it seems.
Attached Images
File Type: jpg SFOD_NFV1k_11x.jpg (210.3 KB, 32 views)
File Type: jpg SFOD_NFV1k_11x_2.jpg (294.8 KB, 27 views)
File Type: jpg SFOD_G11_2x_4x+.jpg (194.6 KB, 41 views)
File Type: jpg SFOD_RUglass+.jpg (259.2 KB, 41 views)
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The NSO Deadline Mod at NovaHQ.net:
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Last edited by Baldo_the_Don; 05-18-2025 at 02:21 PM.
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