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This is what OP is referring to.
No, you can't disable it. It's a core feature of the game, and I can't believe more games don't do this. After a while you'll get pretty good at hipfiring in this manner. I love to use the shotguns a lot and have become pretty good at hipfiring, even without a laser sight.
To get used to it, try using a laser sight for a while to get a feel for it.
If the movement is disorienting or makes you sick, sorry!
Lol
On some guns I like to use the flashlight and use the center of the cone as my crosshair. Works really well on shotguns since there is some spread involved. And all for only 1 point!
But I'm happy to see everyone came around to seeing things my way.
When not ADS your bullets go where your view model is pointing.
The biggest misconception about free-aim is that you are shooting from the hip when not using ADS. Hipshooting has not been trained as a point-shooting method since WWII. It is far more common to shoot from the "high ready" position - where the stock is pressed to your shoulder, but the sights aren't raised to your eye. This has all the stability and control of shooting with the sights, but without the sights blocking your face.
As such, it feels really silly to have gigantic limp-wristed recoil when outside ADS. If you were actually holding the gun at the hip, it wouldn't even be visible on-screen. The only way to get that kind of view down the side of your barrel is to adapt a high-ready shooting position.
The free-aim area is probably too wide and unstable to represent fully-prepared high-ready shooting, but the truth is, NO ONE carries their rifle at high-ready 100% of the time. Aside from unnecessarily tiring your arms, it keeps your barrel pointing out where it will collide with the environment and friendly soldiers. In a jerk, you could accidentally shoot anyone in front of you, including your squad-mates and civilians. When walking over uneven ground, stairs, or mantling low walls, you would slacken your grip on the gun to concentrate on balance.
As such, standard practice is to keep your rifle at low-ready (tucked near your shoulder, but pointed down) until you're ready to fire. Games like Ground Branch have adopted this, but until Insurgency has a weapon collision system to create advantages to the low-ready (i.e. not banging your gun into things) then there's no point in adding it to Insurgency.
As such, we have to assume that realistically you would not always have a firm high-ready position prepared when you decide to click the mouse to fire at someone rounding a corner. The best way to represent the inaccuracy of the kind of flinch shooting this entails is simply to have a wide free-aim area. This way if you haven't carefully trained your view on the enemy before firing, it's not guaranteed to hit where you want.
That being said, having 4x worse recoil on top of the free-aim is totally unnecessary.
He wants to disable the visual weapon movement when turning quickly in other directions.
Please, for the love of all what is dear to you, do NOT associate Operation Flashpoint with the car crash of coding that ArmA has evolved into :P.
That would completely ruin the immersion for me. Turning at an unrealistic speed.
So I have discovered. A strange oversight on my behalf, I didn't see any projectile nodes on your weapon models so I presumed (wrongly) you hadn't implemented this feature yet.
And once again I'm with Wholian here.