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zork

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  1. I think I exactly said that but that is NOT what I asked for. Without having a visual representation of the firing mode on the actual 3d weapon I remind myself this information by displaying weapon information... but I want to remove ammo count on this particular HUD element. Mag count is OK, just ammo count is not realistic.
  2. Yes, I tried it before. Gave "HU - No Crosshairs" the highest priority, but it seems it has no effect in the game. "HU - No Reticules" disables all reticules, and "HU - No Scopes" disables all long distance scopes, so that is not what I want. I kind of worked around that by using key F9 which is by default bind to "remove all HUD" and that includes ALL reticules, everything, when I want. With ACOG I remove everything when I am not sighted, and enable it only when sighted, for maximum realism. As for the red pips representing the "feel" of the weapon. It's debatable, I can see some benefits to it, but in the end I think it's another element that is essentially very arcade. If you want to have a stable weapon, just don't run -- it's simple as that. In reality no one is sprinting and hip shooting, all shots are very precise from the sighted position. And that's why you don't need an artificial pips crosshairs to tell you that. If you are stationary, your weapon is stable... Another thing I noticed -- I can disable stance and weapon information by using F keys, but is there a simple way to remove ammo count from the weapon information? It is very unrealistic to know exactly how many bullets you have left in the mag. Milsims like Project Reality and Squad disabled it for good reason.
  3. Best mod ever! Much respect for all the hard work. One question though -- is this somehow possible to remove/disable expanding pip reticule? This is completely unrealistic to have an artificial red pip reticule together with for example acog.
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