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Scopes - No Zeroing from Secondary Sights #10220

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mrschick
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@mrschick mrschick commented Aug 17, 2024

When merged this pull request will:

  • Prevent getting Zero from unmagnified secondary sights.
    Previously, opening the range card while having a secondary iron/holo-sight selected would skew the card's reference zero (often to 200m), needlessly requiring care to select the correct sight before adjusting the magnified one.
    The change makes the calculation revert to the default zero (100m) if the current sight is of very low magnification.
  • CBA Setting to show the Scope Adjustment UI even while sighted in.
    IRL one should be able track the exact turret setting with the off-eye, or at least without having to unsight completely (and I guess also feel it to a certain extent).
    Moved to Scopes - Setting to show Adjustment UI while sighted in #10241.

@LinkIsGrim
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I'm not a fan of showing the adjustment while scoped in. Setting maybe?

@Laid3acK
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I play with these scopes since the beginning without problem. Why not as an option.

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Rest LGTM

addons/scopes/functions/fnc_getCurrentZeroRange.sqf Outdated Show resolved Hide resolved
@Laid3acK
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What about this story of zeroing ? What is the improvement of this PR ?
You don't understand how using a scope and a range card at the same time ?

@mrschick
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In case you are referring to the first change, it's quite simple:

As I understand this complex tech, the rangecard lists useful MIL adjustments for my current scope and rifle, relative to the reference zero distance. Due to the rangecard being virtual, it has to adjust dynamically to the current sight when displayed.

Some scopes have a secondary sight with no magnification, which is often zeroed to 200m, instead of 100m like the magnified sight. If I open the rangecard while having the secondary sight selected, it will list MIL adjustments relative to that sight's zero distance, instead of the main one's.

This is not realistic AFAIK, as you wouldn't be carrying a rangecard for the secondary sight, so it's just a quirk of the dynamic rangecard logic.
While this may only be a minor nuisance in most situations and/or to experienced players (as one would notice the zero being off), I find it worth removing entirely, by preventing the rangecard from referencing the zero distance of a secondary sight.

@LinkIsGrim LinkIsGrim added this to the 3.18.0 milestone Aug 18, 2024
@LinkIsGrim LinkIsGrim added kind/bug-fix Release Notes: **FIXED:** kind/setting Release Notes: **SETTINGS:** labels Aug 18, 2024
@Laid3acK
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If the range card has the second sight zeroing, it's just necessary to close it, press the key to switch to the primary and reopen the range card.
It's so complicated to do that ?
I don't understand the interest of this PR, that's fix or improve nothing, except maybe for a minority of lazy or incompetent players.

@mrschick
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It's so complicated to do that ?

As I already explained: no, it's not complicated, just unrealistic and therefore shouldn't be necessary.

I don't understand the interest of this PR, that's fix or improve nothing, except maybe for a minority of lazy or incompetent players.

It's two minor quality of life improvements that don't reduce realism in any way, while improving usability in common situations.
You can't deny that having to select the "correct" sight before opening your rangecard can make you waste precious seconds in combat.

I don't understand what there is to complain about, these changes shouldn't affect you negatively in any way, unless you for some reason feel more elite having to "switch sights" (which itself is an abstraction) before opening your rangecard.

@rautamiekka
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If the range card has the second sight zeroing, it's just necessary to close it, press the key to switch to the primary and reopen the range card. It's so complicated to do that ? I don't understand the interest of this PR, that's fix or improve nothing, except maybe for a minority of lazy or incompetent players.

It's very annoying. Also, the unrealistic part is that if a card that essentially runs on magic and thus is able to automatically calculate all that stuff regardless of what scope you picked up, it damn well should be able to differentiate a scope without a zoom from a scope with a zoom.

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locality

@Laid3acK
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With your PR you're just looking for facility and nothing else.
Same that your automatic wind with smoke frags, the facility and nothing else.
With ACE3 i'm not interested with facility and i don't want to play with your automatic zeroing for retarded player.
Make eventually an option for it if you have difficulties with your scope in-game.

@mrschick
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With your PR you're just looking for facility and nothing else.
Same that your automatic wind with smoke frags, the facility and nothing else.

It's more about removing unrealistic quirks and streamlining processes which are simpler IRL (no need to "toggle" your sense of touch to feel wind direction).

With ACE3 i'm not interested with facility and i don't want to play with your automatic zeroing for retarded player.

I get it, you do want this quirk to remain if only to feel more elite for knowing how to navigate around it, regardless of realism.
Otherwise, you'd have provided an objective argument for it.

Make eventually an option for it if you have difficulties with your scope in-game.

I'll add settings for legitimate UI preferences, not for fixing bugs or not.
You are welcome to make a PR adding such a setting yourself, if you really need it.

@Laid3acK
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Laid3acK commented Aug 20, 2024

Argument for what ? This PR fixes and / or improves nothing.
That is an useful PR : #10215
This one is completely useless.

@PabstMirror
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You both have been made good worthwhile contributions to this project
Lets try to discuss this with some respect towards each other
ace has always been about realism but I have no problem adding optional features that can make it more accessible

We have two unrelated changes in this PR,
it might make sense to split it up so we can have an easier conversion

  • Rangecards being wrong from ace_scopes_fnc_getCurrentZeroRange seems like a legit issue
    The fact that currentZeroing isn't mp synced, is really confusing and makes me think the function has bigger problems
    It's called from both rangecards but more importantly the scope's firedEH on non-local units
    It also checks GVAR(Optics) select _weaponIndex but that gvar is only valid for the player not remote units???

  • Showing scope adjustments
    Maybe it's best to make this a global setting, defaulting off.
    That leaves no change to default behavior
    And only people who chose to enable it will see it

@mrschick
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mrschick commented Aug 22, 2024

We have two unrelated changes in this PR, it might make sense to split it up so we can have an easier conversion

Fine by me. We can continue using this PR for the Rangecard issue, #10241 will be for the Adjustment UI setting.

Showing scope adjustments
Maybe it's best to make this a global setting, defaulting off.
That leaves no change to default behavior
And only people who chose to enable it will see it

Agreed, I believe that was already the implementation up until now.

@mrschick mrschick changed the title Scopes - No Zeroing from Secondary Sights and Show UI while Sighted Scopes - No Zeroing from Secondary Sights Aug 22, 2024
Because `currentZeroing` always returns the desired "main scope" zero for remote units, it won't ever return secondary scope zero.
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LGTM

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Note to self to clean this up eventually (save CfgWeapons lookup, parentheses)

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5 participants