Dying Light

Dying Light

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Volkatronix Sight Issue!
The Volkatronix is an amazing gun and the new holographic sight is amazing! Just one problem, the sight is not zeroed in. When shooting at a wall about 50 feet away it is clear that the point of impact is just under the triangle. This should be an easy fix to adjust the elevation of the sight picture so that the zero is in the middle of the dot.

As an Update to this issue, 12/20/2019, you can clearly tell the sight picture is not in the correct place when u have the "Grappling Hook" equipped. The center of the hook and the sight picture of the new sight do not align like the other rifles do.
Ultima modifica da GreenDragon_96; 19 dic 2019, ore 22:54
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Using the shield reticle is better since the grapple sights like to snap to edges and things, but yeah alot of the gun iron sights are messed up. Even the stock german pistol's doesn't look right
Rifle Type A is the "Police Rifle" mesh style and its aim-down-sight is all zeroes:
HandOffset(HandModification_Normal, [0.0,0.0,0.0]);
HandRot(HandModification_Normal, [0.0,0.0,0.0]);
HandOffset(HandModification_Custom, [0.0,0.0,0.0]);

Rifle Type B is the "Military Rifle" mesh style and its aim-down-sight is adjusted downward slightly (the negative .0041 value is vertical position shifted downward slightly):
HandOffset(HandModification_Normal, [0.0,-0.0041,0.0]);
HandRot(HandModification_Normal, [0.0,0.0,0.0]);
HandOffset(HandModification_Custom, [0.0,0.0,0.0]);

The "Sharpshooter Rifle" with the red dot sight uses the Rifle Type B mesh style and has its aim-down-sight adjusted downward slightly as it should.

This Volkatronix rifle is a unique mesh, but it appears to be a modified version of the Rifle Type B mesh and should also have the aim-down-sight adjusted down slightly just as the Sharpshooter Rifle does. It does not:
HandOffset(HandModification_Normal, [0.0,0.0,0.0]);
HandRot(HandModification_Normal, [0.0,0.0,0.0]);
HandOffset(HandModification_Custom, [0.0,0.0,0.0]);

I believe you are correct. The Volkatronix rifle appears to be incorrectly configured to use the aim-down-sight positioning of the Rifle Type A mesh instead of the Rifle Type B mesh. Other recent DLC releases that included a rifle -the Harran Inmate Rifle and Alpha (Rais Elite Rifle)- were Rifle Type A mesh style rifles. It is possible that they used the item definition block from one of them as a base when they configured this rifle instead of a Rifle Type B definition block and mistakenly left the Type A aim-down-sight unaltered instead of changing it to Type B's positioning.

This can be adjusted for your personal game via modifying the rifle's inventory file and including it in Data3.pak as a mod. I can reply again with precise steps if this is something that you would like to do if Techland does not alter it officially.
Ultima modifica da StinVec; 22 mar 2020, ore 16:32
Just to note an update on this issue:

Techland's 1.25.0 game version update included this issue of the Volkatronix sight using the wrong aim offset being corrected.

I forgot to note this having been fixed when that update released as I saw the update only noted "Minor bug fixes" in the changelog. This was one of them.

A mod to fix this issue is no longer required as they fixed it in the vanilla game file, though they changed it to a -0.0011 value instead of to a -0.0041 value.
HandOffset(HandModification_Normal, [0.0,-0.0011,0.0]); HandRot(HandModification_Normal, [0.0,0.0,0.0]); HandOffset(HandModification_Custom, [0.0,0.0,0.0]);
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Data di pubblicazione: 19 dic 2019, ore 22:38
Messaggi: 3