The game will give you a message for the mods you don´t have. I have made scopes for the BI expansions, ACE, Robert Hammer, L115A3 and P:UKF, BBOA Mercs, SAL SOTG, Vilas Western Weapon Pack, WinteR5 M14´s , C1987 G3, AAW, SAM, LenL119 and ACR weapons.
You have 2 options:
1) Install AAW and ACR weapons pack
or
2) Delete dgr_scopes_aaw.pbo and dgr_scopes_acr.pbo at the folder C:\Program Files (x86)\Bohemia Interactive\ArmA 2\@Dagger\Addons
And I must admit that the scopes aren't as precise as you said.
And the mod modify the sight adjustement of the ACE Mod, and for many rifles, the valor are incorrect.
For example, the AS-50 has a valor of 12.5 for 500 meters, so for 495 meters, around 11 to hit at the center of the scope.
But the bullet hit very too hight.
The scope must be select at the default valor like indicated without the mod : 0.
But in the idea, and the skin, that's a great job.
Hello HellGhost,
Thanks for posting and for helping me to improve this mod, and for helping other people to be kept well informed about its features too.
There are many types of "precision" when it comes to the matter, so I´ll talk just a bit about each one of them.
Range Estimation & Reticle Pattern Accuracy
Using the AS50, if one follows my suggested settings for fovTop and fovLeft as described on the manual, the soldier will be 1,8 meters high. Looking to the pic below and doing the math you will notice he is 500 m away. I know he is 500 m away because I´m using the movable fire range (http://kronzky.info/targetrange/index.htm) and I´ve made it be so. So, this reticle markings are very accurate for range estimation.
Scope Model & Click Value Accuracy
ACE´s AS50 uses a "generic" scope, with oval dots markings and 0,25 MOA click values inherited from the M107. It is described as a 14x power but, in reality the numbers show it was set as only 11,9x power. Since the AS50 is still experimental AFAIK, and it is made by Accuracy International, the same manufacturer of the L115 that comes with the Schmidt & Bender PM2 with 5-25x power scope and a P4L reticle pattern. Than, I decided to give the AS50 an upgraded version of the same reticle, say the MSR reticle (100% accurate for range estimation as you can see above). The PM2 click value options are 0,25 MOA or 0,1 MIL. I´ve chosen MIL´s. So, as you can see, my values might be different from ACE, but they are close to the real life thing. A bit hard to compare when it comes to a rifle no one has shot in real life.
There is a complete description about each one of the 59 reticles, their click values and their real life counter parts inside the manual.
External Ballistics Accuracy
My mod does not mess with it.
But, we can still make some reality checks...
The game engine and ACE mod are still unrealistic here. For example, a real life .308 146gr G7 bullet leaving the muzzle at 2750 fps, at sea level, might hit a target at 500 m at 1737 fps and a drop of 11,45 MOA. On game it hits the target at 2100 fps, which is VERY INACURATE!!!!! and the drop is about 9 MOA, also inaccurate, even if you are shooting on the Pakistan mountains.
You try to fix the velocity and the drop values become ridiculous, so ACE team and I have chosen to config for a bit more realistic drop values.
Zero Range Impacts on Elevation Clicks
ACE sight adjustment system has a problem that, when you zero your rifle in the configs for, say 200 m, it won´t work in game until you click the elevation or windage dials at least once. If you don´t click the dials it will work as if was zeroed for 0 m. This screws all the BDC reticles with no click adjustments, so I had to make all scopes zeroed for 0 m. I believe ACE team was not worried about BDC´s at the time, but I cannot talk for them.
So, there is no point in comparing ACE values such as the 12,5 MOA you mention with my values, because all weapons were zeroed differently. In other words, you should ignore the SHIFT+V values.
You will need to make your own range table just like real life snipers do. I have chosen not to release my mod including those new tables because it might help cheaters. People who don´t know how to use sniper scopes might hit faster people who know how to do it. I´ve made this mod to separate the men from the boys.
Rifle Scope Sight Height Also Impacts on Elevation Clicks
Remember the real life 11,45 MOA above? It is for a 1,6 in sight height and 100 m zero. For a 0 in sight height and 0 m zero range, the same drop goes to 15 MOA!!!
The problem is game engine doesn´t offer you an option for sight height. The only option is to set for 0, which is memoryPointCamera = "usti hlavne"; in the configs. "Usti hlavne" means muzzle.
...and you must also zero for 0 m as explained above.
So, the "realistic" drop value for a 500 m shot at sea level, zeroed for 0 m and 0 in sight height should be 15 MOA. ACE does that with 9 MOA and Dagger Scopes does that with 14 MOA.
Since you will not be always at sea level, then expect the realistic 15 MOA to be a bit lower, closer to Dagger Scopes value.
Just out of curiosity, a 1,6 in sight height with 0 m zero range might require 445 MOA drop adjustment for a 500 m target
Terminal Ballistics Accuracy
Since it is not possible to fix the bullet travel speed without screwing the drop values, then "damage" values might not be that "realistic" rather for ACE or Dagger Scopes. But, I don´t mess with those values anyway.
Sorry if you taking it like doubts.
You mod is correctly functionnal, but never I can using the scopes correctly, in fact, there is not a scope problem if you want, that's just the grid correction valor in ACE that is changing.
I understand that in the fact that if the scopes are changed, the values must be adjusted in order to being functionnal.
But even with the monitor modification wide, no way to have it correctectly functionnal.
After that, that's probably a bad manipulation by myself.
But even following the indications, no way to have a functionnal scope for some weapons.
Or not as accurate as the originals.
I know that you have some troubles, I read carefully the pdf.
But I think I'll go see again with your explanations and watch for a resolution and modification if necessary, and trying having more time to learn better about the mod.
I have a great interest in improving this mod and thank´s to people like you I´m able to know a bit better about what people think about the mod out there.
Your comments are noted and I will consider changing some things on the next release!
thanks for the mod man, great work, is there anyway to disable the mod's NVGs and the vector 21 and the M3 binoculars and still use the rest of the scopes?
Very Good addon!!!!!
Thank you Mult!
Just let me know if you want any specific scopes.
Cheers!
this mod rocks ,thanks very much QuickDagger great job.
it says it requires aaw and Acr weapons
Hello pressytcn!
The game will give you a message for the mods you don´t have. I have made scopes for the BI expansions, ACE, Robert Hammer, L115A3 and P:UKF, BBOA Mercs, SAL SOTG, Vilas Western Weapon Pack, WinteR5 M14´s , C1987 G3, AAW, SAM, LenL119 and ACR weapons.
You have 2 options:
1) Install AAW and ACR weapons pack
or
2) Delete dgr_scopes_aaw.pbo and dgr_scopes_acr.pbo at the folder C:\Program Files (x86)\Bohemia Interactive\ArmA 2\@Dagger\Addons
Cheers!
Hi, I can not make it work with ACE, both scopes overlap themselves:

Any way to fix this?
Thx!
Before you start the game you need to start aceclippi.exe -> Change manual options -> and disable animated reticles.
Does it work now?!
Can't wait to see what you could do for Arma 3.
Yeah, thx ;)
Hi,
I'll tested it.
And I must admit that the scopes aren't as precise as you said.
And the mod modify the sight adjustement of the ACE Mod, and for many rifles, the valor are incorrect.
For example, the AS-50 has a valor of 12.5 for 500 meters, so for 495 meters, around 11 to hit at the center of the scope.
But the bullet hit very too hight.
The scope must be select at the default valor like indicated without the mod : 0.
But in the idea, and the skin, that's a great job.
Hello HellGhost,

Thanks for posting and for helping me to improve this mod, and for helping other people to be kept well informed about its features too.
There are many types of "precision" when it comes to the matter, so I´ll talk just a bit about each one of them.
Range Estimation & Reticle Pattern Accuracy
Using the AS50, if one follows my suggested settings for fovTop and fovLeft as described on the manual, the soldier will be 1,8 meters high. Looking to the pic below and doing the math you will notice he is 500 m away. I know he is 500 m away because I´m using the movable fire range (http://kronzky.info/targetrange/index.htm) and I´ve made it be so. So, this reticle markings are very accurate for range estimation.
Scope Model & Click Value Accuracy
ACE´s AS50 uses a "generic" scope, with oval dots markings and 0,25 MOA click values inherited from the M107. It is described as a 14x power but, in reality the numbers show it was set as only 11,9x power. Since the AS50 is still experimental AFAIK, and it is made by Accuracy International, the same manufacturer of the L115 that comes with the Schmidt & Bender PM2 with 5-25x power scope and a P4L reticle pattern. Than, I decided to give the AS50 an upgraded version of the same reticle, say the MSR reticle (100% accurate for range estimation as you can see above). The PM2 click value options are 0,25 MOA or 0,1 MIL. I´ve chosen MIL´s. So, as you can see, my values might be different from ACE, but they are close to the real life thing. A bit hard to compare when it comes to a rifle no one has shot in real life.
There is a complete description about each one of the 59 reticles, their click values and their real life counter parts inside the manual.
External Ballistics Accuracy
My mod does not mess with it.
But, we can still make some reality checks...
The game engine and ACE mod are still unrealistic here. For example, a real life .308 146gr G7 bullet leaving the muzzle at 2750 fps, at sea level, might hit a target at 500 m at 1737 fps and a drop of 11,45 MOA. On game it hits the target at 2100 fps, which is VERY INACURATE!!!!! and the drop is about 9 MOA, also inaccurate, even if you are shooting on the Pakistan mountains.
You try to fix the velocity and the drop values become ridiculous, so ACE team and I have chosen to config for a bit more realistic drop values.
Zero Range Impacts on Elevation Clicks
ACE sight adjustment system has a problem that, when you zero your rifle in the configs for, say 200 m, it won´t work in game until you click the elevation or windage dials at least once. If you don´t click the dials it will work as if was zeroed for 0 m. This screws all the BDC reticles with no click adjustments, so I had to make all scopes zeroed for 0 m. I believe ACE team was not worried about BDC´s at the time, but I cannot talk for them.
So, there is no point in comparing ACE values such as the 12,5 MOA you mention with my values, because all weapons were zeroed differently. In other words, you should ignore the SHIFT+V values.
You will need to make your own range table just like real life snipers do. I have chosen not to release my mod including those new tables because it might help cheaters. People who don´t know how to use sniper scopes might hit faster people who know how to do it. I´ve made this mod to separate the men from the boys.
Rifle Scope Sight Height Also Impacts on Elevation Clicks
Remember the real life 11,45 MOA above? It is for a 1,6 in sight height and 100 m zero. For a 0 in sight height and 0 m zero range, the same drop goes to 15 MOA!!!
The problem is game engine doesn´t offer you an option for sight height. The only option is to set for 0, which is memoryPointCamera = "usti hlavne"; in the configs. "Usti hlavne" means muzzle.
...and you must also zero for 0 m as explained above.
So, the "realistic" drop value for a 500 m shot at sea level, zeroed for 0 m and 0 in sight height should be 15 MOA. ACE does that with 9 MOA and Dagger Scopes does that with 14 MOA.
Since you will not be always at sea level, then expect the realistic 15 MOA to be a bit lower, closer to Dagger Scopes value.
Just out of curiosity, a 1,6 in sight height with 0 m zero range might require 445 MOA drop adjustment for a 500 m target
Terminal Ballistics Accuracy
Since it is not possible to fix the bullet travel speed without screwing the drop values, then "damage" values might not be that "realistic" rather for ACE or Dagger Scopes. But, I don´t mess with those values anyway.
Hi QuickDagger,
Sorry if you taking it like doubts.
You mod is correctly functionnal, but never I can using the scopes correctly, in fact, there is not a scope problem if you want, that's just the grid correction valor in ACE that is changing.
I understand that in the fact that if the scopes are changed, the values must be adjusted in order to being functionnal.
But even with the monitor modification wide, no way to have it correctectly functionnal.
After that, that's probably a bad manipulation by myself.
But even following the indications, no way to have a functionnal scope for some weapons.
Or not as accurate as the originals.
I know that you have some troubles, I read carefully the pdf.
But I think I'll go see again with your explanations and watch for a resolution and modification if necessary, and trying having more time to learn better about the mod.
Thanks for your support !
You are welcome HellGhost,
I have a great interest in improving this mod and thank´s to people like you I´m able to know a bit better about what people think about the mod out there.
Your comments are noted and I will consider changing some things on the next release!
Cheers!
Thanks QuickDagger.
I really think that if we can have a version fully compatible with ACE, that's be terrible.
Having theses scopes, obtain the distance of the target with Vector, doing the adjustement like in original ACE and hit the target.
I like theses scopes because they are really great in term of design.
The black corners removed is a really good point !
But having them with the ACE adjustement system without modification of it by the mod would be really great !
thanks for the mod man, great work, is there anyway to disable the mod's NVGs and the vector 21 and the M3 binoculars and still use the rest of the scopes?
Total comments : 28, displayed on page: 15